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SYM BA R

Mothe r of Darkness
T H E FOU RT H EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS
“A field drenched in blood, dressed in darkness,
where bodies lay rotting, in rolling landscapes of death.
The victors, triumphant yet weeping, for humanity’s fall,
and the dread of it all, for the blight-stricken earth,
wind and water.
With shackles of rootlets and creepers,they fettered the spawn
of darkness unborn, and chanted the taint into slumber.”
SYM BA R

Mothe r of Darkness
T H E FOU RT H EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS

Writer & Maps:


Project Lead: Tobias Tranell,
Mattias Johnsson Haake Johan Nohr

Contributions: Translation:
Jens Gråhed Niklas Lundmark
Erik Hylander
Simon Lundmark Proofreading:
Isak Ström Brandon Bowling

Layout & Handouts: Illustrations:


Christian Granath Martin Grip,
Johan Nohr Gustaf Ekelund

Cover:
Martin Grip

A very special thanks to:


Paul Baldowski, Rolf Boehm, Gavin Call, Claus Bo Christensen, Justin Crowther,
Derek Eschweiler, Benjamin Fabian, Viktor Falck, Mattiaz Fredriksson, Harry
J J Gardner, Aline Gladh, Ulrika Haake, Garry Harper, Andrew Hurley, Máté
Jegenyés, Christer Malmberg, John Marron, Andrzej Miszkurka, Edgardo A
Montes Rosa, Krister Persson, Jeff Scifert, Chase Street, Isak Ström, Christian
Trondman, Cato Vandrare, Sigita Varnienė, Matthew Wallace, Mikael Åkesson
our friends over at Rollspel.nu and /r/symbaroum

Version: ISBN: Copyright:


1.00 978-91-88805-76-8 Fria Ligan AB 2019

Symbaroum is a registered trademark of Fria Ligan AB.


The turning
point of the
chronicle!
It may seem deliberate that this particular episode
of the Chronicle of the Throne of Thorns is the first to
be written after Järnringen’s merger with Free League
Publishing. But the fact that the dramatic turning
point of the series coincides with a key event in the
history of the Symbaroum franchise is nothing but
a happy coincident, a stroke of luck that has allowed
us to spend even more time and love making Mother
JOUR NEY TO
of Darkness a worthy high point in the series.
So, it is finally time for the players and their
THE TEMPLE OF
characters to live the dream of every fortune hunter,
explorer, and ambitious highborn: discovering
E X A LT A T I O N
Symbar – the darkened heart of the old empire.
Perhaps this is where their goals will be realized,
whether they seek treasure, fame or insight into
the history of the region and the world. Provided,
of course, that they survive the journey to the depths
of Davokar. As writers of this chronicle we hope that
the expedition ends well, but it would be wrong of us
to lie about its many varied and ruthless challenges.
All we can do is wish you good fortune, and hope that
all of us will soon be joined in the dark embrace of
Mother Symbar!

Enjoy!
Free League Publishing

The Forests Darken … 6


GA ME MA STER'S MOTHER OF
SEC T ION DA R K N E S S
1 The Shadow of Symbaroum 58 5 Introduction 108
Rise, Fall and Slumber............................................. 59 Background............................................................. 110
Factions....................................................................64 The Structure of the Adventure..............................111
The Player Characters............................................ 114
2 Ruins 72
Prisoners of the Death Crater.................................. 72 6 
Act 1: Prelude to the expedition 116
Dawn of the Black Sun............................................. 78 Game Opening........................................................ 116
Planning the Expedition......................................... 119
3 Expeditions in Davokar 86 Scheming................................................................ 123
Missions .................................................................. 87 Suggested Scenes....................................................126
Movement in Davokar.............................................89
Events ...................................................................... 92 7 
Act 2: To Symbar 129
The Treasure of the Ruins ...................................... 95 The Hunting Parties...............................................129
Routes...................................................................... 133
4 New Mechanics 101 Symbar’s Surrounding Area................................... 139
Additional Rules..................................................... 101
Artifacts..................................................................102 8 
Act 3: Symbar 143
Miscellaneous........................................................ 104 Factions...................................................................143
Overview................................................................168
The Imperial Palace................................................ 172
The Crown Ship..................................................... 180
The Mother Tree.................................................... 190
Castle Thorn............................................................203
Special Events.........................................................216

9 Aftermath 224
The Journey Home................................................. 224
Developments.........................................................226
What Comes Next?..................................................227
The Forests
Darken…
… as do the waters and the plains.
Every journey into Davokar
Neither the subjects of Queen Korinthia nor the clans of Davokar is hazardous; with time,

have taken the warnings seriously enough. Many have ignored them the risk seems to steadily
grow while easily acces-
completely; others have dismissed them as attempts by witches and sible treasure becomes

elves to keep the forest’s riches for themselves. The hunger for the
more and more scarce.

fruits of the forest has outweighed fear and caution; the wells of
blackness that have opened in humanity’s wake have been wrongly
attributed to the inherent evil of the wilds. And no hunger has been
greater than the lust to find the heart of the ancient empire – to find
what the witches call The Mother of all Darkness. To find Symbar.

The reason for the search varies; as does the is so great that it has already lured hundreds of
nature of the desire. The vast majority believe the fortune hunters straight into the murderous maw
last seat of Symbaroum to be the greatest source of Dark Davokar.
of treasure and knowledge in the region, but can With the developments following the adven-
content themselves with other destinations as long ture The Darkest Star, and the spread of the
as Symbar seems too difficult to find, too dangerous presumably accurate directions to the ruined city
to visit. For others, the site and its legendary Throne of Symbar, the hunt is really about to begin: the
of Thorns have gained such renown that the hunt hunt through a forest whose darkness thickens
overshadows everything else; it has become a sym- and deepens, for a site that will surpass every-
bol of supremacy, chosenness and ultimate victory. one’s expectations in terms of treasure as well
Regardless of whether the throne even exists, or as knowledge and danger.
holds any actual power beyond the superstitious This book delves deep into the wilder and
convictions of the Ambrian people, its temptation darker parts of Davokar. You will learn more

6
about the region’s ancient history; about the fall familiar to those who have read and played pre-
of Symbaroum, the emergence of the Iron Pact, vious episodes. A first chapter offering insights
and the time that has elapsed between then and into the history of Davokar and Symbaroum is
now. The information and insights are divided followed by a presentation of the game world’s
into three sections – a first one meant to be read factions – what goals, means and relations that
by both players and Game Masters, followed by a distinguish those who might become the player
Game Master’s section with exclusive informa- characters’ allies or, more likely, competitors.
tion and new rules, and finally the epic adventure Next up are descriptions of two ruin areas com-
Mother of Darkness which takes the players and plete with maps and non-player characters, which
their characters to the black heart of the forest: may be used as a basis for standalone adventures
the ruined city of Symbar. If they make it that far. or to enrich the group’s long journey to Symbar.
The opening section is actually a traveler’s The section ends with a couple of chapters cov-
journal, written by the expedition leader Vidina ering alternative rules regarding excursions into
and found tied to a raft drifting near River Eanor’s Davokar, followed by new traits, powers, elixirs,
estuary into Lake Volgoma. It is intended to be read creatures, artifacts and more.
by both players and Game Masters, and is meant The f inal section of the book is devoted
to serve several purposes. First and foremost, entirely to the adventure Mother of Darkness
Vidina’s experiences will offer an understanding and its three acts: a first in which the player
of what traveling through the wilder parts of characters make their preparations; a second
Davokar might be like, giving the Game Master introducing the competitors and the more or less
a point of reference when describing the environ- nightmarish journey; and a final act describing
ment and when designing homebrew adventures. Symbar itself and what might happen there. If
It is also important that the players realize that the player characters survive the visit, they
their characters must be well prepared for the will have encountered the legendary Throne of
journey, and that they appreciate the severity of Thorns. But doing so is extremely dangerous,
the threats they may encounter. Last but not least, at least before it has been restored to its former
the journal includes a few entries which provide glory – something that cannot be done without
clues for solving certain challenges the player deeper knowledge of the priesthood called the
characters may face when/if they reach Symbar. Order of Dakothnic, whose members recently
As usual, the Game Master’s section is divided became known under a different name: the
into several chapters, some of which should be Dark Lords…

7
ad she not been so short on time she

h
would have ordered the coachman to
take the long way around, but the sun
was already low in the sky, and under
no circumstances was she going to
miss the party over at Junia’s place. All
her friends would be there, or rather,
all who mattered.
The carriage slowed down as they crossed the Sharp Stream,
continuing at a gentle pace past the wooden buildings of East
Yndaros. The coachman had been wise enough to choose the
northernmost entrance, as far away as possible from the filth of
the refugees. Still, she leaned back and kept the curtain closed.
The swaying cloth offered a few glimpses of the locals, including a
bunch of children lined up along the houses, their hands stretched
out. With her grandmother’s instructions still ringing in her ears,
she sighed and threw them a dozen coins, hoping they would not
kill each other over her charity.
When the horses turned onto the Boulevard, after passing
through Old Kadizar and the Harbor District, she finally pulled
the curtain back and leaned forward. They had to make a
few stops on their way to the Temple District. The wedding
preparations were well underway: cobblestones were being
scrubbed, facades repaired and polished, and Duchess Esmerelda’s
banner was mounted on some of the buildings. Tomorrow she too
would make herself presentable for the ceremony, but that was
then. First she would have a magical night in the company of good
friends, heightened by the dark intoxication of Krusean Berries,
singing their thanks to the highest powers of the Eternal Night.

8
SECTION 1:

JOURNEY TO
THE TEMPLE
O F E X A LTAT I O N

9
In the Hold
He’s awful. Loathsome. Not only slimy and
arrogant – there’s something vile behind his
smile. Sure, he seems sincere in seeking a cure
for his beloved’s affliction. But why the secrecy?
Why the Temple of Exaltation? And why the
blackness in his eyes?
One thing is certain: he has no intention of paying me in full. So, it’s
only right that he gets no more than half the spoils of the expedition.
That’s how it’ll be: I will write in the expedition journal after my
entries here, and leave out whatever I want to keep for myself! Same
with the finds.
The decision to leave Alavan in Kastor seemed obvious at the time, but
less so now that I’m at the Hold. No matter how annoying he can be,
no matter how dangerous the journey will prove, I can’t stop worrying.
Hopefully the Baron’s enforcers will stay true to their word and leave
him alone till I return. Because return I will.
Helin and Rann were waiting at the Ruin, but the other members are
yet to be recruited. Will ask Alagai, of course, if I can find him; I’m
trusting Helin to find another two or three candidates, preferably a
skilled hunter and tracker. My first task will be to secure a guide.
Shouldn’t be a problem with the resources available to me.

10
JOURNEY TO THE TEMPLE OF EXALTATION 1

Recruitment
Not a strong start. The guides I had in mind are unavailable – Arval
and Fonsiul out on missions; Beor dead (killed by ferbers). Got a tip
about a newcomer, a barbarian from clan Zarek. He was blasted
drunk and disgustingly handsy. I’ll keep looking.
Spoke with Lysindra about the map. Might have been a mistake, but it
was a risk I had to take (she’s getting 40 thaler when I get back).
She has doubts about the whereabouts of our destination and the
route I’ve planned for us. A search in the Legation archives and
talks with the regulars at the Salons suggest she’s right – about the
corruption in the area as well.
By the way, in the archives I found a reference
to a ruin called the Shrine of the Exalted.
It comes from a lone fortune hunter who
returned from deep within Davokar, incoherent
and “feral” (whatever that means). A vague
account at best, but full of darkness and
death. It included a drawing of the medallion
she wore, found during her travels. Not exactly
encouraging in its design…
In any case, I’ll need to bring a priest along, or a black cloak. Or a
witch. Someone who can handle the black blight. Wish Yerola was
here. Or Sarvola. Will have to ask Elfeno. A young, talented person in
need of experience would be ideal; qualified, but not cocky. Better a
theurg than a black cloak.

11
“Good luck finding a reliable guide at Thistle Hold; most of them will stab you in the back or find
other ways to screw you over. The loyal ones are exceedingly rare and even more expensive.”

Deceived
Got my Explorer’s License today. Ridiculou
sly expensive – good thing
the swine is paying: over two hundred tha
ler for one month. I hope it will
be enough time, otherwise there’ll be a fine
to pay when I return. That
aside…
Damn people. All of them. Humans, goblins
, changelings, everyone. Damn
Malga! I was sure she was the right guide
for the job, but then she
started questioning the route. The new one
. Suggested a stupid, westward
semicircle around Jerak – straight throug
h the area everyone says is the
new feeding ground of the liege troll Gunag
an. As if I didn’t know.
I hope no one will miss her. Well, aside fro
m her true employer, whoever
that was – she wouldn’t say. Could be Gol
dengrasp, although it isn’t like
her to mess up that badly. Who else? Ha
s my own esteemed employer been
shooting off his mouth? The sun temple?
Someone I met at the Salons of
Symbaroum? Not likely. I was very carefu
l.
Must clean up. Then quickly find another
guide and get going. Risky to
stay at the Hold after this.

Departure
Now I just need some carriers. Will sort
that out in Karabbadokk. Didn’t
dare to stay any longer, and after Malga
’s duplicity was exposed, it
would be best to avoid further recruitme
nt in Thistle Hold anyway. The
question is, can I trust the ones alread
y hired?
Usula is an experienced guide of some
renown, even better than those I
had in mind, though more expensive and
worn out; she returned from the
forest only yesterday.

12
JOURNEY TO THE TEMPLE OF EXALTATION 1

The sun priest Erdan seems competent enough, and eager to please in every
way. His vanity is a nuisance, but that’s youth for you, and it will no doubt
fade after a few days in the filth of Davokar. I’m more doubtful about
Orgai. Despite his lowborn stature, he has already started questioning my
leadership – not explicitly, but I can see it in his face. I do need someone
to interpret any finds and symbols we come across, and the fact that he is
independent from Ordo Magica is certainly an advantage. But he must be
kept in check.
At least I can trust my guard team. Rann and Helin are beyond reproach,
and in the three excursions I’ve made with Alagai I must have saved his
life three or four times. The new additions are Morea (archer, tracker)
and Harlar (alchemist, sapper) – both recommended by Helin.
Back in the saddle!

With the Goblins


Worrying. In Karabbadokk I left the recruitment of carriers to Helin while I
inspected the mules’ packs. The bottle of Purple Sap is missing; I KNOW
I packed it and where I put it – along with the herbal cures and the dose
of Elixir of Life that Father Elfeno gave me. I have been wrong before, of
course, especially under pressure. And it might have fallen out, I suppose.
I haven’t told the others. Best to keep it close to the chest so as not to warn
a potential traitor to be more cautious. Will have to keep an eye on Morea
and Harlar in particular. Could have been anyone, really, depending on what
they are after or what a third party (Malga’s employer?) might offer as a
reward…
Damn it!

In the margins of this section you will find a number of rumors about Davokar. They reflect
what many are saying in the taverns and squares of Ambria, often in whispered voices. Half
of them are likely pure fiction, and the rest littered with misinterpretations or exaggerations.
But who knows, maybe there is a grain of truth to be found in some of them after all.

13
Day 1 in the forest
The first major conflict with Orgai settled, no more than halfway
between the edge of the forest and the River Eanor. He started
grunting and moaning during my presentation of our route to Karvosti,
but didn’t say anything until we faced a slight setback – an old,
starving mosey monk hiding in some bushes,
waiting for death. Now our pretty-boy
theurg has less to be vain about, after
the fumes of the monk burned his milky
white skin, but it wasn’t so bad. The
monster ran off, and the acid was soon
washed away in a nearby pond.
However, Orgai argued that it was the
unwise choice of route that caused the
incident; that we should have stayed on the
caravan route that traverses the Skull Rapids. I refused to discuss
it, just kept staring him down while he went on about ranger patrols,
caravans and safe night camps. When he finally stopped blathering,
I told him like it is: “Shut up or face the consequences of a broken
contract.” He had another go about the woods growing darker and the
delicious breakfast bread at Gray Wade Crossing.
It ended with a slap in the face. Or didn’t end –
he can forget about getting any bread with his
gruel before we head out!

14
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 2
The first casualty today – one of the carriers. Her name was Ugl-
something. Or Ulg-. I think. A pity, since she was apparently both strong
and skilled with the axe. “A survivor,” as the leader of the carriers
(Olfions) remarked, without seeing the irony in his statement. Anyway,
the beast that slew her didn’t care about her character. It was a
marlit, which is surprising in itself; we weren’t more than an hour’s
walk from the Eanor, and I’ve never heard of marlits hunting in these
parts, at this time of year. “Davokar darkens,” muttered the swellhead,
followed by a faint: “Told you so…”
To be clear: Orgai isn’t wrong, except that it is always improper to
question one’s expedition leader. I heard Helin reprimand him during
this morning’s trek, hissing threateningly, something like: “Far fewer
expeditions have perished because of rage trolls and elves, than due to
idiots who don’t know the importance of following orders!” That’s
true, but still, he is not wrong…
Had it not been for our slimy employer’s orders to keep our excursion
secret, I too would have preferred the caravan route. The memory of
my meeting with him, the Slimeball, still pops into my mind from time to
time. Even in my dreams. Again: the mission itself seems reasonable,
justified. It is he, as a person, that bothers me. I have met obnoxious
nobles before, even blight-stricken ones, but none less pleasant than
the Duke of Mervidun.
Must see this for what it is: a well-paid job to save Alavan, for
someone I will never have to see again. That is all.

“Oh yes, you needn’t go very far to hunt marlit these days. Don’t know why, but they are
coming further and further south, mark my words!”

15
Day 3
Spent the night at one of the Karits’ enc
ampments. Empty, as expected.
Everything points to the rumors being tru
e – that the clan is in crisis, with
many of its members having joined the Hig
h Chieftain, while the rest have
scattered and headed east. I hope Yerola
is among the former. Kora and Aroun
too. Maybe I’ll see them when we pass Kar
vosti.
Otherwise a slow day. Everyone has been
quiet, focusing more on the surroundings
than on their aching muscles and each oth
er. That’s usually what happens: when
someone dies, the others realize where the
y really are: in Davokar, where every
step may be your last. The cool, fragrant
air under the foliage; the rays of the
summer sun above; the silence that is onl
y broken by the rustling leaves and the
moss creaking softly beneath our boots –
none of that matters. The true darkness
of Davokar cannot be dispelled by light or
beauty.
Now I’ll sleep, peacefully. I’m taking the
dawn watch tonight; then I might as
well write an entry in the Slimeball’s jou
rnal, before waking the others.

Day 4
If yesterday was nice and quiet, today
was anything but. It’s been a long time
since I was this close to death – three
times in a single day, no less. If it
hadn’t been for Ugleg, Harlar and Alagai
, yesterday’s entry might well have
been my last.
It started at noon, after the morning tre
k. Ugleg, one of the carriers, hurried
over with panic in his eyes, hissing, “Qu
iet, quiet, danger!” I still don’t
understand how he could know, but we
put out the fire and hid in a crevice,
with the mules in the back. Just a moment
later a patrol of ten or twelve
barbarian warriors passed in the distan
ce; must have been the Sovereign’s
Oath, a scouting party perhaps.

16
JOURNEY TO THE TEMPLE OF EXALTATION 1

Next person to save my life was Harlar. I knelt to drink from a small
stream, but before the water touched my lips, he kicked me in the rear
so that I almost fell in. Pissed me off at first, until I turned around
and remembered that I’d ordered silence after our encounter with the
barbarians. Besides, his eyes said it all: he gave me a stare of warning,
pointing downstream along the bank, toward the cadaver of a freshly
killed fawn. A quick examination was enough to rule out predators and
common diseases; it had likely been poisoned, possibly from the water.
Last but not least, I have Alagai to thank
for my continued existence. We were just
about to set up camp for the night when we
suffered the first serious predator attack
of the journey – a large flock of mare
cats, led by a scarred and abnormally
large female. We formed a cluster, the
warriors on the outside. It was cramped and
chaotic, and I was pushed, fell forwards, and
dropped my sword in front of the leader beast.
If Alagai hadn’t leapt forward, plunging his knives
into the animal and wrestling her to the ground, she
would have sunk her teeth into my neck.
Trying to recall who was behind me as I fell. I think it was Rann.
Maybe Orgai. Whoever pushed me, I hope it wasn’t intentional, but
either way we must become better at clustering up. This won’t be
good enough against more dangerous beasts, deeper in the forest.

17
Day 6
Two days without much to report. Well, last night there was something
sneaking around our camp. Possibly fairies, but more likely just some
small animals – Morea had a look before setting off, but couldn’t find
any tracks. Also, two of the carriers have fallen ill; they’re puking and
shitting like goblin babies, maybe because of something they ate but
probably just a bad case of the runs.
Despite the sick ones slowing us down, we reached the Malgomor
this afternoon. We should be almost precisely due south of the Earth
Towers, but there’s some disagreement as to where we are in terms
of longitude. It doesn’t matter; we just have to follow the river to
Karvosti, for supplies and a few days of rest.
Had another fight with Orgai, by the way. It’d be one thing if he came
directly to me with his reluctance to go near Karvosti, but when he’s
trying to influence the others behind my back… This may end badly.
For him.

Day 7
Today we’ve been walking along the river, on the south side. Not too
close, of course; we’re trying to keep a distance so that we can barely
distinguish its rumble from the other sounds of the forest. It’s not just
predators we must look out for. The High Chieftain’s troops may
be allies of the Queen, but they might very well decide to stop us, not
least because Morea apparently comes from one of the northern clans.
And we must make sure to avoid the enemy’s forces as well.

“If there’s something you want to know about the ruins of Symbaroum, ask the goblins. Their
stories may be difficult to interpret, but they can lead you to amazing treasure!”
.

18
JOURNEY TO THE TEMPLE OF EXALTATION 1

Interesting lunch break today. I sat down with the carriers, and though the
conversation didn’t exactly flow (only Olfions and one of the others speak
decent Ambrian), they seem to know a thing or two about the Temple of
Exaltation. There is, of course, no guarantee that the place they’re talking
about is the one we seek, but I’ll keep questioning them during tomorrow’s
breaks and report what I’ve learned. Based on what they told me today, the
ruin in question seems to have an extremely colorful history.

Day 8
Was forced to cower and hide twice today – first to avoid a group of mounted
rangers, then twenty or so barbarian warriors double-timing it east, many of
them clearly wounded in battle. It should be noted that Ugleg was once again
the first to notice the threats. He seems to be tremendously astute. Maybe I
should promote him, have him partner up with Usula?
So, the carriers’ information about the Temple of Exaltation. Or, rather, their
legends. Fairy tales. They say that for a long time, the place was a permanent
outpost of the Iron Pact, where local goblin tribes were free to make camp
during journeys, hunting trips or in the event of emergencies in the area. But
then “the mountain shook and the earth cracked”; the building collapsed and a
chasm opened to the Underworld (or “the Dark Below,” as Olfions put it).
The elves disappeared (swallowed or relocated), and the darkness has kept
spreading ever since.
It’s still unclear whether they are describing the right place, or whether
the legends are even true. Also uncertain when this was supposed to have
occurred – at first Olfions said “many generations”; and then, when I demanded
clarification, “don’t know, maybe a hundred Queen’s years.” Must look into this
on Karvosti, if I can find someone suitable to liquor up for questioning…

19
Day 9
Army camps to the east, west and south. There’s a mound under
construction to the north, westwards from the Obala Creek; they have
also started erecting a wooden palisade nearby. With our license in
order, we had no problem getting access to the plateau. Finding a place
for the tents at the pilgrim camp went just as smoothly. Few treasure
hunters, even fewer pilgrims. The Black Cloaks have taken over the
sun temple after the Knights of Dead Prios went down the path of
vengeance.
Edrafin is still here, but it’s getting late; will see him in the morning.
A maximum of two glasses wine, stut or hubble per person is the
order of the evening – a balanced dose of mental and physical
recuperation. More carriers are having stomach problems; one got really
sick, but hopefully the powder I bought from Teresma at the Longhouse
will do the trick. Tried asking her about the Temple of Exaltation or
“The Shrine of the Exalted,” but she had never heard of it.
Another thought: the purpose of the expedition is to find something
that might help the ailing Queen Mother, and yet the Slimeball never
said our journey had the Queen’s blessing. Instead he demanded that
the expedition be kept secret, especially his own involvement. And if the
goblins are correct – why would there be a cure of any kind in a place
swallowed by darkness? If we didn’t need the thaler to pay off the
debt, to remove the death threat, I would honestly consider tearing up
the contract. There’s a lot that doesn’t seem right.

20
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 10
Rann has a deep cut across his neck; got into a fight with an Ambrian
fortune hunter over a game of Prios’ Sun and was slashed by the
opponent’s drunken friend. The opponent is now locked up safely at the
Stronghold. Rann was bleeding heavily; he’s feeling faint, but has not
lagged behind, even though we kept a fast pace during the evening’s
walk. We’ve made camp now, south of the mound. Exciting day tomorrow.
Haven’t found out anything more about our destination, but Edrafin
assures me that the Sovereign’s Oath won’t stop us. He doesn’t know
their views on the matter, but he has talked to several groups who
have ventured into Baiaga territory and returned, despite encounters
with the Blood-Daughter’s warriors. So, we continue as
planned – north via Serand’s to the Sinkhole, before
heading almost straight north-east until we reach
the stream which Goldengrasp calls the Slay
Waters (after a former colleague who
died there). Jerak's Sinkhole

As for myself, I’m tired. Strange that


Alkor
a day’s rest can have that effect.
I’ve heard others say that the fatigue Serand's
Pyramid
is at its worst immediately after a
Sun Temple
longer rest, but never experienced it
Karvosti
before. I just hope I haven’t caught Black Leech Rift
Volg

something from the carriers. Should


oma

have bought more of Teresma’s


powder.

Thistle Hold

21
“I heard the Sovereign’s Oath is cleaning out all ruins north of Karvosti, even the ones in the
deep. All of them! Seriously, they’ll strip all of Davokar of treasure and artifacts!”

Day 11
We’ve made camp about halfway to Serand’s, sooner than planned. No
Sovereign troops thus far, but Rann is weak and I’m feeling a bit off
as well. Run-down.
Didn’t mentioned it earlier, even though it had already crossed my mind,
but I’m starting to suspect that we’re being followed. Maybe I’m just
imagining things, but even before we reached the Malgomor, there
were a couple of occasions when I heard sounds that seemed out of
place, wrong somehow – a distant bang and a thud, and a scream.
Then there were the quiet footsteps around our camp, though Morea
couldn’t find any tracks. And now, as we set up camp, I could swear
I caught the scent of cooked food wafting in the south-west wind,
extremely faint and only for a moment.
I spoke to Usula; she couldn’t smell anything, said the hunger was
playing tricks on my mind. And she didn’t seem worried about anyone
following us. Granted, I never told her about my previous observations,
but with all that experience she too must have noticed the sounds, just
not deemed them noteworthy. Got to trust her judgment; must assume
that she’s loyal – if I can’t rely on my guide, I’m doomed anyway.

Day 12
How wrong can a person be!? I’m so furious I can barely write.
I don’t know what to think, and I’ll never be able to prove any of this,
but either Edrafin was seriously misinformed or much too optimistic. Or
maybe he lied, paid by whoever wants to see me fail.

22
JOURNEY TO THE TEMPLE OF EXALTATION 1

are one hou r sou th of Ser and ’s Pyr am id, hiding in an abandoned hut that
We
rea aren’t here. The Sovereign
reeks of troll and mold. But Rann and Mo
ans to turn back, along with the
warriors we encountered forced us Ambri
the com ma nde r ask ed me to tel l our countrymen about “the Blood-
carriers;
ter ’s me rcy and goo dw ill tow ard the people of the Tyrant Queen.” But
Da ugh
differently.
our barbarian companions were treated
s, accused of treason, of
They were savagely beaten before our eye
ing wit h the ene my inst ead of join ing the new army of Symbaroum.
fraterniz
we we re pus hed aw ay, firm ly and wit hout a hint of kindness, a
Just as
his primitive tattoo kit – probably
chuckling, rune-covered warrior took out
ereign’s Oath.
to initiate Rann and Morea into the Sov
ight!
I will not have it! Both shall be freed, ton

Day 13
the extraction went easier than
Must be brief. Followed. Thanks to Usula
d – she snuck up, slit the cam p gua rd’s throat, freed Rann and
anticipate
rs noticing.
Morea, and escaped without the warrio
our ability; thought we wouldn’t
Note 1: they must have underestimated
dare come back.
Usula’s loyalty!
Note 2: I was a fool for ever doubting
d to hea d east, not onl y becaus e of Gu nagan’s hunting grounds in
I’ve decide
wes t, but also becaus e Us ula and I are more familiar with the terrain
the
can find places to hide. Also, I
around the Sun Temple and up north. We
uld be perfect for an ambush, when/
already know two or three spots that wo
if the Sovereign warriors catch up to us.
Now, onward through the night.

23
Day 14
We may have managed to shake our pursuers, or at least bought us some
time. A few hours before dawn we reached a brook that crossed our
path, shallow enough that we could walk on the bed, follow it toward the
Ravens. We moved slowly; there were no stars in the sky, so we stumbled
through complete darkness. Had to stand still for almost a glass after
Usula noticed the sound of beating wings coming from above. We couldn’t
see it, due to the darkness and the foliage looming over the brook, but it
sounded big. Huge. Much bigger than a wraith owl.
It is now noon and we’ve finally dared to take a break, after
backtracking and keeping a close watch on the way we came, from some
bushes roughly forty paces away. So far everything is calm and quiet,
but I noticed something else – the waybread is moldy. It shouldn’t be
possible, not this soon, not the way we have kept it. And sure enough:
there are tiny holes in the fabric, barely noticeable but certainly done
on purpose. The question is when. Back at Marvalom’s where we
bought the “waybread”? Before leaving the Hold? Or on the journey?
Must discuss it with someone. My gut tells me I can trust Rann and
Helin, but nothing about who might be a traitor. Orgai bothers me to
no end, but doesn’t that speak against him being a planted saboteur?
And Usula… It was awfully convenient that she happened to turn up at
the Hold, but if she wanted to sabotage the expedition, why save the
two warriors from the Sovereign’s Oath? Maybe she’s the one I should
talk to.

24
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 16
Not much rest these past few days, yet we haven’t gotten very far –
chose route and terrain for the purpose of shaking the Sovereign’s
Oath, not to gain ground. But we’ve left the Sun Temple behind and
turned north. We passed at a distance; only Usula and I snuck closer –
it’s now dominated by the Sovereign’s Oath, with a few Knights of
Dead Prios held prisoner. And with squires and a couple of priests
as their slaves. Can’t imagine the First Revenger will let this go
unpunished…
The journey is taking a toll on us, slowly but surely.
Two of our three mules are limping from pushing
through the rough terrain, and several of the
carriers are still plagued by stomach problems (one
of them in particular, whose fever won’t come
down). Morea has a fever too, probably from her
infected tattoo – where Rann has a red crown
entwined with thorns, she has one sticky with
puss. The exhaustion can also be seen in Orgai
and Erdan; the swellhead no longer has the energy
to complain or make faces, while the previously so
vain sun priest has let his hair become tangled and
dirty, his acid burnt face coated with the filth of
the forest.
Then again, so far we have actually been lucky,
especially considering the situations we’ve faced.
Hard to believe so many of us are still alive.

25
Day 17
Had a real Davokar moment today, the kind Alavan would have loved
– incomprehensible, inexplicable and therefore deeply unsettling. Usula
gestured us to stop and waved me over, pointing through the misty darkness
at a figure sitting on a mossy rock, surround by sleeping animals – including
a couple of hares, a mink and a wild boar piglet.
We didn’t dare to go closer. The figure’s head was covered by a blanket-
like hood, leaned forward as if the person (creature?) was asleep; I thought
I saw a beard, but it could have been long, unkempt
hair. The hunched back moved as if from deep,
slow breaths. It was almost hypnotic. I could
only stare, until Usula pulled at my sleeve,
pointing at a treetop just beyond the
sleeping ones: a raven, very
much awake, staring
back with beady
black eyes.

26
JOURNEY TO THE TEMPLE OF EXALTATION 1

After circumventing the strange scene, we continued through a stretch of forest


that felt more peaceful than usual. Might have been my imagination, or maybe I
was just lulled by the sense of harmony radiating from the creature on the rock. Or
maybe Orgai is right and the creature we saw was one of the Elders, one of the
shepherds and wardens of the forest. On the other hand, this is Davokar – the
creature and the animals may just as well have been fortune hunters that poked
around in the wrong ruin or angered the wrong arch troll…

Day 18
Orgai is an absolute idiot! We made camp in the outskirts of what must once
have been the city of Alkor, with clear orders to ignore the ruins. The swellhead
protested, saying that we should investigate the rumors circulating the Hold that
Karlomei Mederen has gotten lost around here, in the city’s old sewers. When I
shook my head, he blurted out other rumors about hidden treasure chambers
and “power-laden blackwater.” Like a fool, I had him take the first watch as
punishment for his insolence. Naturally, he went off on his own.
Rann, Helin and Morea have gone to bring him back. I wanted to go as
well, but everyone objected, and they’re right – the expedition leader and
the guide must never knowingly expose themselves to risks that others
can handle. But I have a gnawing feeling in the pit of my stomach. Davokar
always finds a way of punishing stupidity, and the swellhead has certainly
earned it… I just hope no one else will have to pay the price.
By the way, I’ll have that talk with Usula while we’re waiting, about my
suspicions as well as how to ration our supplies. I expected that we would
have to hunt, fish and pick berries and mushrooms. But with the amount of
bread lost, the plan needs updating..

“The spiders are taking over Davokar again, just like they did in the days of the Spider King.
You know what arachs are, don’t you? Like, his soldiers. They’ve recently been spotted near
Serand’s Pyramid.”

27
Day 19
Rann is dead. Spiders. Tricklestings, Orgai said; bigger
than that, according to Morea. The latter is badly
wounded, pale as snow and shaking with chills, as
if she wasn’t weak enough already from the tattoo.
Harlar and Usula are trying to help. Erdan is also at
her side, immersed in prayer, but I doubt she’ll make it
through the day.
It is noon, and we have stopped at a small lake, fairly
certain that the spiders aren’t following us. Fled
from Alkor in panic – Helin and the swellhead came
running with Morea hanging between them, wild-eyed
with fear. One of the already injured mules squealed
and collapsed shortly after setting off, unwilling to
stand; must have twisted an ankle again. I ordered the
carriers to pick up the animal’s bags; then we left
her there, as a peace offering to anyone hunting us.
Helin is inconsolable; the murderous glances she’s throwing at Orgai
are even more hateful than my own. But we can’t lose him as well; he
must live, for now. Don’t know whether his silence is due to fear or
regret; hasn’t said a word since he returned, barely raised his gaze
from the figurine he brought with him from his moronic jaunt. Can
probably rule him out as a traitor after all. Wrong – he is a traitor,
but in the service of his own greed, not someone else’s. Will resume
my conversation with Usula this evening, after last night’s abrupt
interruption…

28
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 20
Morea departed tonight; the Elixir of Life did nothing. She died with
a curse on her lips, spoken in her native tongue. I didn’t understand,
but Alagai translated: “By Oroke, I damn you, wretched Orgai, son of
the Black Queen, to suffering, to a slow death and an eternity of
torment.” The Black Queen? Maybe she was the traitor after all?
Usula understands and shares my suspicions, especially after I told
her about the purple sap and the moldy bread. But she didn’t blame
any specific individual. We considered them all: Helin, Harlar, Alagai,
Erdan, and the swellhead; also spoke briefly about Olfions and the
carriers. We agree that no one stands out – none can be ruled out or
condemned. Maybe it really was Morea, fueled by some kind of hatred
toward Ambrians in general, but it doesn’t feel that way. Might be
time to set a trap; something an infiltrator couldn’t help sabotaging.
Must also mention that we came across some blackland today, near
a Baiagan campsite. The place was as empty as the rest of the area;
it’s probably true that Clan Baiaga has splintered as well, after
years of internal conflicts – apparently Tharama convinced much of
the clan to head south and join the High Chieftain, while the rest
went to the Sovereign’s Oath. Anyway, Usula and Erdan were able to
take us around the tainted area. We should arrive at Jerak before
tomorrow night.

29
Day 21
It was probably good that I listened to Orgai for once and turned east
before we got too close to the Sinkhole. There is something about this
place, in the air and in the water – something rotten, a sour tinge.
Usula shares my assessment that this area south of Jerak is darker
than it was just six months ago. Erdan seems to agree. He’s been
singing prayers all day, in an almost whispering tone of voice.
The baiagorn Alagai and I fought off (severely blight-marked with
fur oozing with what looked like tar) was yet another sign. With the
Baiagans gone, it seems the Sovereign’s Oath has failed to monitor the
sinkhole and what emerges from the deep; maybe we should consider
taking the route through Arshaka and Odaban on the way back.
After half a day’s march east, we are now
headed north-east to the Slay Waters. Already
three weeks in the woods and maybe four or five
days to our destination, provided that we manage
to stay on course. There are two landmarks to
look out for once we reach the creek, visible from
above the foliage – The Crimson Cliff with its
deep red, glassy veins, and the broken tower that
Goldengrasp called Barlegor’s Bell Tower. (Maybe
this is where the bell in Kastor came from?)

“We’re done for! Clans Karohar and Baiaga have already been disbanded, almost all of the
them defecting to the Sovereign’s Oath. The same will happen to Zarek and Odaiova, and
then we can forget about Davokar.”]

30
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 22
Sometimes you’ve got to admire this forest. Sure, it is to be loathed
and feared for all the death it causes, all the darkness it shelters.
But it can also be beautiful beyond words. Saw a colossi today. It’s the
second time in my life that I’ve seen a wild specimen up close. The damp
night air lingered over the moss and leaves, making everything
glitter in the sun that gently burned the humidity away. Erdan had the
morning watch and heard it from a distance. Looked pale as a ghoul as
he woke us up. On Usula’s command we gathered around two large
boulders, pressing ourselves against the rock, and watched it coming
towards us, knocking down trees with steps that shook the ground. It
went straight past us, close enough that I could touch its bark-like skin.
But I didn’t; I was busy keeping Orgai in check.
In contrast to that experience, the afternoon was a tough one. We
reached a marsh with a black lake at its center. Or rather a pond.
Good to see the sky again, but Usula thought she spotted King Toad
tracks, so we made a pretty severe detour. She led us through the
deepest part of the marsh, as the toads’ usual prey was unlikely to go
that way. Feels like I’ll never be dry again, and I could swear our two
remaining mules have been throwing hateful glances at me all night, as
if they’re just waiting for me to fall asleep so they can put their plan
into action: stomping me to death.
At this very moment, that doesn’t sound too bad…

31
Day 23
vived the nig ht, and yet anothe r day of walking. We’re heading into the
I sur
trolls, and it shows. Now it’s time
dark, into the territory of predators and
an and Orgai as well. We have found
for Usula to prove herself, probably Erd
tracks o

Day 26
ght up wit h us. Th e Sov ere ign ’s Oat h. Knocked me unconscious. I
They cau
up yes ter day , on and off , too daz ed to grasp the situation. Feel better
woke
at happened (according to Usula and
today. Well, not really. A summary of wh
Alagai), followed by a status report:
ack ed by Sov ere ign wa rrio rs, firs t wit h arrows and javelins, then
We were att
e cha rging (th at mu ch I can rem emb er). Everyone took up arms, even
they cam
car rie rs. Fou ght bra vel y but suf fer ed heavy losses. Then suddenly the
the
by a third party. Usula took charge:
attackers were fired upon from behind,
d; all who still could. A couple of
ordered Harlar to carry me as we all fle
rs pur sue d us, but the y we re soo n bro ught down by Usula and Orgai
warrio
o too k con trol of the ene my’ s wil l and made them run the other way); most
(wh
our guardian saints. None of us got
of the other warriors were busy fighting
a glimpse of the latter.
situ ati on is gri m, the mor ale low . We reached what must be the
Th e
y Wa ter ; our sav iors hav e not ma de themselves known. Alagai and the
Sla
r carriers remain, including the
priest are gone, presumably dead; only fou
o was reportedly cleaved by a heavy
sharp-minded Ugleg, but not Olfions wh
A mu le fle d in the sam e dir ect ion as us; it is packed with elixir,
axe blow.
ple of days.
water and food, but only enough for a cou

32
JOURNEY TO THE TEMPLE OF EXALTATION 1

So: Helin, Harlar, the swellhead, the guide, four goblins, and I, roughly two
weeks’ march from the edge of the forest (as the dragon flies), against
merciless Davokar and possibly a group of vengeful barbarian warriors…
Even though we are only a day away from our destination, I suspect that
Edrafin’s deceitful promise will be the death of us all.

Day 27
Sent Usula up a tree when the sun was at its highest. On learning that
she could see both the Crimson Rock and Barlegor’s Bell Tower, we all just
nodded silently. That she could see a thin column of smoke rise from where
the Temple of Exaltation should be was enough to raise an eyebrow, at least
for me. It doesn’t make things worse, just more interesting – if someone
is already there, that means there’s hope that they’ll be friendly, or even
helpful.
I’ve been thinking more about the attack, particularly about who it was that
came to our aid. And why. Could they have been members of some forest-
dwelling goblin tribe, wanting to protect their kin or simply to combat the
Sovereign’s Oath? Perhaps it was an Iron Pact warband, but if so, one must
wonder why they let us go. The more likely explanation is that we have been
followed ever since leaving the Hold, by a group who do not know the way
to the ruin and need us to guide them. That would also explain the traitor’s
activities; he or she has made efforts to weaken us, but not actually stop us
from continuing.
If that is the case, it will of course be particularly interesting when we reach
our destination. Will the freeloaders let us live, or aim their arrows at us
this time?

33
Day 28
We have arrived.
Before starting this journey, I had a very different idea of what
writing those words would be like. But I’m alive and approaching the
moment of truth: in a couple of hours we should know if all hope is
lost or if we have an actual chance of making it back alive.
We have stopped on a ridge south of the ruin. Haven’t seen any sign
of the blight Goldengrasp warned me about, not in the air, nothing
visible to the naked eye – just a remarkably well-preserved, walled
set of buildings, overgrown with winding greenery. One of them looks
like a ziggurat, but small, maybe fifteen meters wide and ten meters
high. And, as I said, we were not the first to arrive. The intruders
cannot be seen from here, but the smell of their campfire
is unmistakable, and someone has recently cleared the trees near
the wall.
I’m going over there now to negotiate. For our lives.

34
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 28, evening


Negotiation tomorrow. The felled trees have been used to build a
palisade of horizontal logs in front of the gateless opening in the wall.
I called out when I was roughly ten paces away, waving Harlar’s dirty
white handkerchief, and they immediately responded. A man, Ambrian,
croaking voice. I explained the situation: we’ve suffered losses, are
short on food, and are willing to work hard for modest pay and company
on the way home. Moreover, I pointed out that we are followed by
another group seeking the ruin; together we stand a better chance of
holding them off.
Didn’t get much of an answer, except that their leader was busy
but would be notified and come back with a decision. I am to look
for a burning lantern at the top of the wall, and return alone for
negotiations when it appears. If it appears.
Seems that we’ll have to spend another night under the tree crowns.
We’ve started eating the moldy bread, cooking it into porridge so as
not to get poisoned or sick. Usula wants to backtrack a bit and try to
catch a glimpse of our
pursuers, if they are even
there. But I stopped
her. No point in
poking the bear now
that our rescue is
within reach.

“Even if a ruin is said to be haunted by a primal blight beast or immersed in the darkness of
The Eternal Night, it may be worth a visit. Everything changes fast in Davokar!”

35
Day 29
Night falls over Davokar, and for the first time since leaving the High
Chieftain’s cliff, there is a wall between me and the forest. Almost three
weeks in the wild, north of Karvosti, with an Explorer’s License that expires
in two days. Half the members of our expedition are dead, the rest now
formally contracted by Ordo Magica’s Kurun Chapter, members of Master
Rigor’s exploration party.
I seriously doubt that the man I negotiated with really was this Rigor. He
did wear an order medallion with the master’s mark, but looked more like a
warrior or hunter in the guise of a wizard. He’s young too.
But it doesn’t really matter: our new colleagues also suffered heavy losses on
the way here (diseases and poisoning, they said), but managed to arrive with
all their baggage. A provisional contract was drawn up: in return for serving
as loyal members of Rigor’s expedition (with all that entails in terms of work,
protection and foraging for food), we get one fifth of the profits to split
between us, in addition to any knowledge/information obtained. My repulsive
employer will not be happy, but it is a good deal, probably offered out of fear
of having to fight both us and the group that seems to be at our heels.
There are six of them (plus two carriers), all Ambrian, all armed with bow
and sword, possibly with a mystic in this Rigor. There are five of us, plus
four carriers, in worse shape but probably more capable. We could take them,
but it would be bloody and risky. I think we’ll have to be satisfied with this
and make the best of the situation.

36
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 30
Our pursuers have made themselves known, marked their presence, with not
one but three campfires burning in the night. Surely an attempt to confuse
us, scare us off, but it’s good to know where they are.
Recognizing the threat at hand, Rigor assigned four men to guard and scout
duty: me, Helin, Harlar (with his firetube) and a woman who calls herself
Monai. The others are divided into two digging teams – one focusing on
the rubble and debris in the basement of what must have been the main
building, the other tearing up the floor of the pyramid. I went inside the
latter during a break; it must be the Temple of Exaltation – a single hall,
empty but for an altar-like table of stone with a statue on it – a muscular
human, naked and sexless, with its head tilted back. Nothing special about
it, except there are imprints in its hands suggesting that it once was holding
something.
Even if this really was a temple, nothing indicates what was worshipped.
One hears legends about people worshipping daemons and abominations, but
that is not the case here. A bit far-fetched, but maybe they worshipped
humans? Or humanity?

.
37
Anyway, we got to inspect the finds Rigor and his team have dug up,
assembled in an empty chamber on the ground floor of the main building.
Haven’t had time to take a closer look, but I’m pleasantly surprised. In
addition to twenty or so scrolls in varying condition (hopefully legible
after alchemical treatment), a large number of gold objects (some adorned
with precious stones and ettermite inlays) and several curiosities have
been found. The most interesting item was an orb of shiny black glass
which immediately caught Orgai’s attention.
Need to sleep now, only four glasses to my next shift. Feels good to be
fed and hopeful again.

38
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 31
Shared the dawn watch with Harlar. Ou
r so far invisible besiegers are
clearly watching us, or they wouldn’t hav
e sent the message that landed
inside the wall, tied to an arrow which
, judging by the angle of impact,
was fired from the west:
“Vidina, we have your priest, Erdan. Let
us in. Together we can defeat the
plunderers and take over the ruin; we’ll
split everything equally between
our groups. You have until sundown tom
orrow to decide. Or Erdan dies,
then the rest of you.”
The offer is too good to be true. And Erd
an. On the one hand he is my
responsibility as leader of the expeditio
n, and he has never done anything
to displease me; on the other… I honest
ly don’t know if my feelings for
him are strong enough for this to be an
effective threat. Sure, Rigor
doesn’t seem entirely trustworthy either
, but at least with him I know
what I’ve got, and his group is not strong
enough to stab us in the back
without risking their own lives and limbs.
Only told Harlar, and he agrees: we mu
st ignore it, both the offer and the
threat. Focus on the digging, which after
today feels even more
promising. They dug up two new glass orb
s in the main building’s basement,
one crimson and one golden. Orgai says
they are mystically charged, like
the black one. This could turn out quite
well for us!

“Everyone says the Throne of Thorns is in Symbar, but no one knows for sure. It could be in
some palace or temple somewhere else, maybe even here in Ambria!”

39
Day 32
Two important notes from this eventful day.
First, regarding the excavation. Orgai’s digging team has broken through to
a basement section that’s entirely intact. There is a gate of stone, locked or
just wedged, which according to Orgai is “emitting darkness” (Rigor agrees
but not very convincingly; becoming more and more sure that he is not Rigor, or
even mystically trained). There’s also a crack leading down (just like the goblin
legends said!). Deep, judging by the echo. May well connect to the Underworld.
Last but not least, there were clear signs of a recent visitor; someone who
came from the crack, rummaged through two of the chambers (without doors),
and slipped back into the dark. Our next step will be decided over the
morning porridge.
Second: Erdan will be alright. My conscience and sense of duty triumphed over
reason, and tonight I decided to rescue him. Orgai wove a mystical cloak over
Helin, concealing her from outside senses, and she walked out into the forest.
When she found the prisoner, he was neither bound nor gagged; he was drinking
tea with two other sun priests and the guide Fonsiul, known to often work for
Mayor Nightpitch. They were accompanied by a group of black cloaks, five or
six from what Helin could see. I am not conv

Another arrow, another message: “Your time is up; the priest is dead. You
have one chance to save yourself. Join us, or we will send more than just arrows
over the wall – you will all die, from the black taint of Davokar!”
No deadline this time. If Helin is right about their numbers, they’d hardly dare
to attack us. Will have to wait and see if they make good on their threat and,
if so, what it means…

.
40
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 33
What a turn this expedition has taken. Only a few days ago I was
nearly beaten to death; waking up, I almost wished that I had been. But
now!
The breakfast meeting was perfect; relaxed, great discussions and
plenty of smiles, as if we had been a joint expedition all along. Orgai
claims to know how to open the stone door in the basement, with
corruption; by placing one’s palm in the imprint of a hand at the center
of the gate – if the body is already corrupted the door swings
open, otherwise one must first expose oneself to corruption. Sounds
ridiculous, but maybe he knows what he’s talking about. Anyway, the
door must remain closed, not only because of the strong corrupting
energies the swellhead senses from the other side. Usula spent hours
with her ear to the gate, and she believes there are Night Swarmers
in the chamber, possibly more than one swarm.
Instead, an expedition was sent down through the crack. I was part of
it; Helin and Harlar took watch along with three of “Rigor’s” warriors.
Long story, but with two high points. Usula and I found another way
to the surface, through some cracks into a basement with a flight of
stairs leading to an earth-covered hatch in the ceiling; with our swords
we could easily cut our way up into the daylight. Didn’t inform Rigor,
only Orgai; good to have an alternative escape route if things go sour.
The craziest part is that we have added another person to our
party, someone both Orgai and Usula recognize as the noble Karlomei
Mederen, who supposedly got lost in the sewers of Alkor. He has… been
transformed.

41
We found him deep down in the darkness,
sitting naked in what can
best be described as a “nest” of variou
s items and curiosities. Well, he
wasn’t really naked – his skin is now cov
ered with scales, off-white
with black markings, with tufts of beard
and hair poking out between
them. His eyes are coated with yellow pus
s and he seems unable to
speak; likely a combination of his hideou
sly swollen tongue and an
impaired mental capacity. He must have
strayed here through the
Underworld, somehow, corrupted by its
darkness but still hungry for
antiques and treasure.

Enough for tonight. Must get a few


hours of sleep before I’m on watch
again. The creature that
was Karlomei is lying only
three paces away from
me, snoozing like a baby
piglet.
.

42
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 34
Just as I was falling asleep it struck me: the glass orbs we found are
just large enough to match the imprints in the alter statue’s hands,
and there was another imprint in the table top, between the feet of the
statue. At this moment I wish that insight had never crossed my mind.
It is past midnight. Three carriers are dead and my conscience has
taken a serious walloping, but we have added two urns filled with
jewels, a chest of gold coins, and a few more curiosities to our
collection of treasures. It is in fact Orgai and Rigor who should feel
the weight of guilt, not I. The former pointed out that the globes could
be a key that opens a hidden room, but also that it could be extremely
dangerous to use them without knowing how to do it correctly. Rigor’s
solution was to order a carrier to set the globes in place.
Orgai was right. The first attempt ended with the goblin being knocked
to the ground by a wave of corruption so powerful that she was
blight-born and we were forced to slay her. And yet we had another
carrier give it a try. Same result. But the third attempt had a happier
outcome; a crashing click echoed through the hall as the goblin placed
the yellow globe in the statue’s left hand, the crimson one in the right,
and the black one on the table between its feet.
Was it worth it? No, definitely not. Do I regret not protesting strongly
enough? Absolutely. If I could turn back time, would I have done
things differently? Probably not…

43
Day 35
iou s facts: I am a gul libl e foo l, and I love Orgai. Or loved, I guess …
Two obv
s aw ake ned bef ore daw n by a sou nd, dizzy with exhaustion from the
I wa
ep. Woke again. Fell asleep. It wasn’t
night’s treasure hunt. Went back to sle
Rig or’ s men rem ove d the sta kes and let the logs roll away from the
until one of
s.
wall opening that I really opened my eye
had all bee n asl eep , eve n Us ula . Sti ll drowsy, we rushed outside: our
We
everything through the small
“colleagues” had taken off with mules and
outside. But not before opening the
gate in the north, and blocked it from the
e; bla ck clo aks and the urg s cou ld alr eady be heard charging from the
main gat
woods.
cou ld sur ren der , or try to flee ove r the northern wall, but I was too
We
an and his companions; I wanted to
consumed with rage – I wanted to kill Erd
or and car ve the eye s out of his sku ll. And everyone was looking
hunt down Rig
inct.
at me. What happened next was pure inst
er gra bbi ng our bag s and wea pon s we hurried into the main building, to the
Aft
to protest as I started pulling on it,
stone door in the basement. Usula tried
I’ll lead the welcoming committee to
but then we heard Orgai say: “You go,
e.” I saw his poi nt; he cou ld ma ke him self invisible and slip away
the surfac
I haven’t seen him since.
from priests and night swarmers alike. But
ce the gat e ope ned , the res t of us fle d down into the Underworld, went
On
continued to the surface. And there
through the crack to the basement, and
, wa itin g for our bra ve mys tic , list ening to the abominable howls
we are now
thr oug h Da vok ar, fro m wh at we re onc e the servants of the sun god.
echoin g
ally got the slow death and eternal
Possibly from Orgai as well. Maybe he fin
torment that Morea cursed him to…

“Abominations and blight beasts? Many are huge and monstrous, oh yes, but there are also litt-
le ones that are just as dangerous. And most dangerous of all are the ones that can’t be seen…”

44
JOURNEY TO THE TEMPLE OF EXALTATION 1

Too late for regrets, and guilt never helped anyone in the depths of Davokar.
We’ll stay a bit longer, to give our hero a chance, but then the hunt is on.
They are lugging loads of baggage with unruly mules in tow. We’ve got
Usula and a burning desire for revenge. I’d put my money on us.

Day 36
Stopped for the night, not far from our prey, little more than one hourglass
according to Usula. Orgai never showed, but his sacrifice will not be
forgotten. Must notify his father, the Baron, once I return to the Hold; will
have to make up a truly heroic story in his memory. The swellhead! Must
also contact the Dowager Baroness of Mederen. The creature that was her
son followed us smiling into the Underworld, but not through the crack; he
probably returned to the place where his nest used to be, before we stole
the building material. I don’t care, but maybe his mother cares enough to
show her appreciation in the form of a reward.
Rigor is headed south after almost a full day’s march east, deeper into the
dark, probably because of the Sovereign’s Oath’s activities further west.
If I were him, I’d aim for Odaban; then pass the Malgomor, go south to the
Eanor, and continue along (or on) the river to Kastor.
The question is when should we strike, and how. Without provisions the hunt
will be hard and particularly dangerous – the search for prey often ends
with you yourself being targeted by predators. We must attack soon, without
scaring off the mules. There are fewer of us, but we eclipse them in skill
and can take them by surprise. It can work. It WILL work!

45
Day 37
None of us have been in these parts before; we have no idea what to
expect. There are many signs of the forest’s darkness, but no serious
threats so far. Passed by a glade with a rotting elk carcass; it looked
normal, at least from a distance, but the trees around it were bleeding
darkness. Or sweating, rather – shiny black drops slowly trickling down
the trunks. Right before sundown we saw the remnants of what may
have been the entrance archway of a mansion or castle, now broken
and tilted. The ground around its base was heaving up and down,
roughly twenty or thirty paces in all directions; it was throbbing, sort
of bubbling, as if a horde of hyperventilating creatures were breathing
at different rates beneath a thin layer of moss.
Hunger is starting to affect us. There are lots of berries, roots, carob
pods and other things that look edible, but Usula won’t let us touch
them. I’ve seen the carriers secretly eating some of them, without being
affected. But Alavan says a substance can have different effects
on different people, let alone different races. Usula implies something
similar.
Tomorrow’s the day. By now they should be confident that they’re not
being followed. We will move in a western curve to avoid any traps and
scouts in their track, and attack just as they’re
unpacking and setting up camp for the night.
.

“I’d never go off into Davokar without a human taster, never! Berries and herbs can look and
taste exactly like plants in the plains, yet be poisonous enough to kill a horse!”

46
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 38
Not much to say. Everything went wrong. We never even reached our prey.
Instead we were attacked on the way there.
Harlar is dead, his skull crushed by a troll’s foot. Usula too, I don’t know
how. Two of the carriers were also slain by the rage trolls. As for me, I was
dragged away by Ugleg, bleeding and barely conscious. Watched helplessly as
Helin fought the last of the beasts. She almost didn’t make it. Too weak to
keep writing.
Well, I must also mention that I’ve probably killed Howla. One of the rage
trolls wore a necklace. That necklace! With a smooth moonstone set in a
rough silver nugget – the one Alavan got from our mother, and later
gave to Howla when she walked off into the forest to die. Sure, another
rage troll may have taken the necklace after she died, but my gut tells me
otherwise; that Howla survived the goblin
hibernation and woke up as a rage troll,
hungry and without memories; thus,
I stabbed my parrying dagger through the
neck of a friend who saved my life countless
times.
Now. Now I’m done.

47
Day 39
ed sho rt dis tan ces tod ay. Lon g bre aks . Me, Helin, Ugleg and what
Only mov
is bandaged in six places, including
turned out to be his sister, Ilofil. Helin
looks really bad, like it’s poisoned
her left eye. Mostly minor wounds, but one
dark-edged in a way that
or maybe even infected with corruption,
tio ns usu all y are not , no ma tte r how deep. Unclear whether the herbal
lacera
cure will help.
ty axe. Feeling dizzy from a punch
Personally, I was hit in the leg with a dir
t sen t the bac k of my hea d cra shi ng against a rock. I just want
on the nose tha
just lie dow n and let Da vok ar tak e me . “To die in your arms on some
to sleep,
rless nig ht… ,” or how eve r the poe m goe s, the one Alavan’s always reciting.
sta
been in worse situations in my life,
I usually find comfort in the fact that I’ve
bad as the time I was Uhux’s
that whatever happens will never be as
But not now . I’ve nev er bee n clo ser to the afterlife than I am at this
prisoner.
very moment.
surviving this. The mere thought makes
As I see it, we only have one chance of
with every fiber of my being, but to
me want to fight and scream and vomit
is not an opt ion . Th is is Da vok ar, and if I’ve learned anything from
stop trying
my hou rs at the Sal ons of Sym bar oum , listening to braggarts and actual
all
pens, never EVER give up.
veteran explorers, it’s this: whatever hap
st beg him and his people for mercy
So, we must catch up with Rigor. We mu
g we own, anything we have to offer,
and help. We must offer them everythin
cha nce of lea vin g the for est aliv e. It will be the worst humiliation I’ve
for a
r end ure d, but we ’ve jus t got to grit our teeth and hope that it succeeds.
eve
on those traitors’ eyes!
It’s the only way I’ll ever get my hands

48
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 41
Two days. Moaning, staggering, limping.
We must be leaving a trail, one that
will be noticed by some bloodthirsty bea
st. But we’re alive. There are no
more herbal cures, both Helin’s stomach
and my own are churning after
having taken dietary advice from Ilofil.
Every sip of water is a gamble. But
we are alive. And we’re getting closer to
our potential saviors and, if my
calculations are correct, to Odaban. Th
at opens new doors for us. This time
of year, there are always fortune hunter
s in the area around the ruined city,
especially around the southeastern sector
known as Akkona; maybe we
won’t have to beg after all, or at least
not kneel before the treacherous
swine.
But there’s little time. We won’t surviv
e another two days. Helin’s wound
looks really bad – it is bleeding grayish-gr
een puss and the blackness is
spreading. Now we could use that bottle of
purple sap. Damn Erdan. Damn people.
All of them.

Day 42
I am warm. And fed. Don’t know who we
have to thank for that, but I refuse
to thank Davokar. I thank Prios, althou
gh the group of sun god worshippers
we killed at the Temple of Exaltation mu
st have been really lousy ones for us
to be blessed in this way.
It is roughly one hourglass since we cau
ght up with Rigor’s little band, in
what must be the western borderlands
of Odaban. They are dead. All of
them, to the last goblin. Well, except the
mules which were calmly feeding on
the grass, tied to separate trees, with
the bags on the ground.

“Everyone about to die from starvation in Davokar is visited by a warden of the


forest. The good ones are saved, the evil ones left to die. The question is how the
warden defines good and evil…”

49
There were humans and goblins lying all over the place, most of them still
wrapped in their sleeping blankets, but with purple skin, their bodies and
faces twisted as if frozen in the middle of a seizure.
None of us are knowledgeable enough to figure out what killed them, but we
trust that Ilofil will be able to determine whether the food they left behind
is contaminated. We have eaten and settled down into what must have been a
grand, now sunken Symbarian salon, where we made a fire. Helin and I both
have miracle-working Elixir of Life in our veins; Helin also consumed two
doses of purple sap.
It’s been a long time since I cried like I’m crying now.

50
JOURNEY TO THE TEMPLE OF EXALTATION 1

Day 43
Halfway to the river Malgomor. Nothing to report, except that our little
quartet (plus three mules packed with treasure and supplies) are feeling
better. The elixirs helped, but just as importantly, everyone is genuinely
starting to believe that we have a chance. A chance to enjoy a view
without tree trunks, to sleep in a bed, or at least on a fairly even surface.
Over forty days in Davokar; seven or eight to go. If Prios favors us.
We carry on as planned. If survival were our only priority, we should build
rafts once we reach the Malgomor and follow the river to Lake Volgoma.
But we have endured too much to risk a confrontation with the troops of the
High Chieftain or the Sovereign’s Oath. Sure, the former would no doubt
take good care of us, but it is unlikely that they would let us keep our finds,
now that the Explorer’s License has long since expired.
No, we continue south, to the Eanor, and from there we follow the river to
Kastor where we can breathe easy again. Alavan can keep us hidden until
I’m strong enough for a meeting with the Slimeball. In Yndaros or Ravenia.
Preferably Ravenia. Wonder what he will say about the things we have
found? Whatever ailment has afflicted the Queen Mother, I can’t imagine
that anything we’re carrying would be able to cure her. The contents of the
scrolls, perhaps? Or one of the artifacts. But that is his problem, not mine.

Day 45
We’re south of the Malgomor River. Stayed a few extra hours on the
southern bank. Took a bath with clothes and everything – a long one. First,
I scrubbed my clothes with sand, then my body. I’ve never felt this clean,
especially now that the clothes are dry.

51
That was yesterday. Today everything nearly went straight to Lyastra. We
bumped into a Karitian hunting party. They lay in ambush, unaware of the
contents of our bags, but probably excited anyway, about the chance to
capture four slaves and three sturdy mules. But instead of attacking, they
simply stood up, watching silently as we passed them by. At first it made no
sense, but then I recognized one of them – a woman from the battle against
Goured’s warriors, at the old outpost. She must have recognized me too,
from a distance, and restrained her brothers and sisters. She gave a brief
nod, probably because she saw the sister of the rightful chieftain of Karohar
rather than the expedition leader Vidina.
Either way, they let us pass. And if I know the Karits, they’ll send word to
other clan members about us traveling south, as neither threat nor prey.
They might even watch over us. Perhaps this means we’ll actually make it
through. I’m starting to have faith. Dangerous but true. I’m going to make it!”

Day 47
The walk between the rivers went without a hitch. We arrived at the river
Eanor just before sundown, not far from its northern source, approximately
two days north of Melima. Now that I have almost stopped worrying, I can’t
help thinking about the future. A payment of at least five hundred thaler, in
addition to the almost one hundred thaler that remains of our funds
(outstanding payments to the deceased) and a hefty sum from selling the
finds I manage to stash away. The scrolls, the glass orbs, the other artifacts
and most of the curiosities must be handed over to the Duke, but there
should still be enough for me to get the thousand silver coins I was promised.

“You’d think most expeditions meet their doom in the depths of the forest, but
that’s not the case. Most perish on the way back, near the edge of the forest – due to
starvation, diseases or carelessness.”

52
JOURNEY TO THE TEMPLE OF EXALTATION 1

We will have a tidy sum left once the dept is settled. If I know Alavan,
he will want to finance an expedition to try and find
Goriol, but most of it will probably be spent on hiring capable people
to provide ingredients for the drugstore – herbs, mushrooms, animal
parts, etcetera – so I won’t have to go out into the forest myself. At
the moment it feels like a month or two of rest is all I’ll need before
heading back out. But it would be nice to have a choice.
After some deliberation, we have decided to continue on foot and stay
on the north side until we pass Melima. You never know with free
settlements; all of a sudden they have been taken over by robbers,
attracted some terrible monster, or had their entire population blight-
born. Mustn’t let our guard down until we see the light shining
through the tree trunks that mark the southern border of Davokar.

WEALTHY

53
Day 48
What should I say? What should I feel? All I know is that I was close.
So close.
I’ve bandaged my wounds, as best I can with a crushed right hand. But
I’m still bleeding, internally and externally. I don’t think Prios owes
me any more miracles.
Have to stop writing. It hurts so bad I’m about to black out. Is this how
the journal ends?

Date 49
Apparently not. The sun rises and I am still alive.
But I’m dying. My chances of surviving another day are extremely slim. I
have made a small raft, with stones as a stabilizing weight on the
underside. Once I’m finished writing these final lines, I will wrap the
journal in layer upon layer of leather and oilcloth, then tie it to the
raft and send it downstream.
Whoever is reading this, I hope you are among the few who are still
capable of kindness and compassion. Half of the gems wrapped
alongside the journal are yours either way, but in return I ask that
you convey my account to Solara’s Drugstore in Kastor. Ask for Alavan;
give it to him, and no one else. He is my brother and deserves to know
what happened to me. Not least how I died.

54
JOURNEY TO THE TEMPLE OF EXALTATION 1

Sadly, my death lacks any form of glory, heroism or any signs of destiny.
Helin must simply have fallen asleep on her watch, sitting by the fire.
And the rest of us were sleeping too heavily to hear it coming. The
she-bear, beset by something, possibly what is known as a Glint among
the barbarians.
When I woke up the beast had already bitten Helin in the neck, hoisted
her up, and shaken her so badly it cracked her spine. Ugleg and Ilofil
sat up, and before I had unsheathed my sword they were dead, stomped,
crushed. I was next – she threw herself at me, more or less impaling
herself on the sword I was holding. But she didn’t die right away. She
bit and slashed and ripped and tore, everywhere.
Alavan, I’m sorry. Use your part of the gems to clear the debt, and I
wish you all the best in life. Know that I am proud of you, as mother
and father would have been. And if you ever find Goriol, tell him to
take care of you, for me, because he owes me that much.
That is all.
Farewell.

55
arna waved to her darlings, but only little Lie

L
noticed, skipping along beside her big brother
like a calf in springtime. The children could
go ten paces into the woods, and not a meter
more. They had hesitated, she and Orben,
when they were offered to take over the small
farm at the edge of Davokar. But the fertile soil
and the sturdy palisade persuaded them. And
anyway, they did not have much choice – she
an Ambrian, he of clan Odaiova, both of them orphaned and destitute.
Despite the dangers of the forest, the offer was actually more than they
could have hoped for; much better than daythaling in Thistle Hold.
Alavar and Lie disappeared from view. An anxious knot took
hold in her stomach, but the smile lingered on her lips. As Orben
always said: “We can’t keep the yung’uns locked up; they need to live in
order to learn, and learn in order to survive!”
She was just about to go inside when a scream pierced the morning
mist. As she was running, she tried to analyze it: it was Lie’s voice, but
whether it was a shriek of terror or excitement she could not tell. The
answer came as soon as she saw them, crouching in a sea of dew-
kissed snow weed; “Mother look, someone painted the flower!”
Larna slowed down and forced a smile. It was truly remarkable,
clearly a snow weed flower but with its petals matte black rather
than white. Hardly dangerous, though. Not a threat.
At least that is what she thought until Lie pulled the black weed
from the earth and the ground trembled; a moment later it was
heaving so violently the children fell over.
Larna grabbed the kids, got them up, and ran. She did not look
back – not at the sound of the creature breaking through to the sur-
face; not at the hoarse, polytonic howling that soon drowned out Lie’s
sobs; not at the sound of the furious steps, the heavy furious steps…

56
SECTION 2:

GAME MASTER’S
SECTION

57
The Shadow of
Symbaroum
The forest of Davokar is vast and varied, its history shrouded by rumors, legends
and superstition. To rely on sweeping statements about its ruins, creatures and
other phenomena is not only unwise; it can also be downright deadly. Moreover, the
forest is ever-changing – what is true of a certain ruin or area today may tomorrow
turn out to be false. This often makes fledgling travelers believe that the forest
has a malevolent will of its own; that Davokar itself wants to present them with
unexpected and preferably insurmountable challenges. But more experienced
explorers and treasure hunters usually come to realize that Davokar is like the
world at large: preconceived notions and blind convictions do more harm than
good – especially when the stakes are high and the outcome is a matter of life or
death. The key is to prepare for the worst, and never stop fighting.

As Game Master, you are responsible for describ- your group from making changes and additions to
ing Davokar and the player characters’ travels suit your playstyle. By now, thousands of gaming
under its foliage, and bringing its diverse and groups have experienced the first three episodes of
seemingly capricious nature to life. The content the chronicle, thereby influencing the development
contained within this section is meant to help of both Ambria and Davokar in different ways. None
you do just that, but must not be seen as a series of of these disparate versions of Symbaroum’s game
dictatorial decrees. Sure, most of the accounts are world are more right than the others. The only thing
linked to events that take place in the adventure that matters is that the gaming group finds their
Mother of Darkness and previous episodes of the sessions around the gaming table engaging, enter-
Throne of Thorns, but that should not stop you and taining and – ideally – breathtakingly thrilling.

58
THE SHADOW OF SYMBAROUM 1
In a book such as this, it is simply not possible to The subsequent chapter presents two ruins the
take all conceivable variations into account, and to player character may encounter on their travels,
minimize confusion we have decided on a certain or which the Game Master can use to create short
line of development – the one we think is most likely homebrew adventures in Davokar. Apart from the
given the adventures and general changes set out ruins themselves, the text describes an already
in previous episodes of the chronicle, particularly tense situation which the characters may become
Yndaros – The Darkest Star. In some places we have embroiled in, or exploit in order to establish them-
added complementary text boxes with examples selves as rulers of said places.
of how adjustments can be made when necessary, Next is a chapter dealing with expeditions in
but you and your gaming group are obviously free Davokar, focusing on its wilder and darker parts. It
to make any changes you like. provides examples of a wide variety of destinations,
The opening chapter of the Game Master’s as well as descriptions of journeys, encounters,
Section consists of two main elements: first, an and treasure spread across various types of areas.
account of the ancient history of Symbaroum and And, of course, the section concludes with new
Davokar, then a description of the situation within rules in the form of traits, elixirs, artifacts, creatures,
and between the powerful factions of the Davokar and the like. Most of these are relevant to the adven-
region, focusing on their respective development, ture Mother of Darkness, but they can also be used to
goals, resources and relations. stage other stories in the game world of Symbaroum.

Rise, Fall and Slumber


Mankind’s history in the Davokar region is and many of the paintings, writings and carvings
hardly clear-cut. The information is there, but it is found in Davokar and east of the Ravens indicate
scattered, fragmented and only accessible through roughly the same. The barbarian legends also say
cryptic, sometimes near incomprehensible, second- something along those lines, in more or less cryptic
ary sources. The few primary sources that could terms. Furthermore, many people point to the huge
provide proper testimonies from various historical stone ships resting in the ashen deserts of the East
periods are unreliable and their stories clouded by – vessels that could not possibly stay afloat, but may
the passage of time or poor mental acuity; whether have traversed the darkness between the worlds
it is an undead spirit, an eternity elf or an arch troll by mystical means.
telling the story, they all have reasons to lie and a Most Ambrian scholars, whether members of
view of existence which the person receiving the Ordo Magica, the Sun Church or other organiza-
information can never fully understand. tions, are highly skeptical about these assertions.
This account is as fragmented as the sources on The predominant view is that humans have always
which it is based, and certainly shaped by their poor existed on this world, possibly on a distant, lost
reliability. The focus is on explaining the bits that continent. The sources that say otherwise are dis-
are relevant to Mother of Darkness and the Throne counted in various ways. The elves are assumed
of Thorns as a whole, not on presenting a complete to be lying in order to present themselves as the Landfall and the East
record of historical truths. More and clearer details rightful rulers of the world, and the paintings and The isle of Landfall will
about certain key events will probably be presented texts are thought to reflect the ancient belief that be discussed further in
in future episodes of the chronicle, but you – the humans are gods who have come to seek dominion future episodes of the
Game Master – are essentially free to add, subtract over the plains, mountains and forests – a belief Throne of Thorns. How-
and adjust things according to your own prefer- that supposedly was common in earlier cultures ever, those who cannot
ences. And do not forget that truths are seldom and also echoed through later eras. wait to learn a bit more
mutually exclusive; even if something in this or But most people, of whatever persuasion, agree about it and the land east
a future book differs from what you have already that the island known as Landfall is central to of the Ravens, commonly
established, you will no doubt be able to reconcile the early history of humanity – a rocky isle that referred to as the First
these differences thanks to the uncertainty that is reportedly impossible to visit; the waters are Realm, can look up the
always surrounds so-called historical facts. History treacherous, as is the air, and all attempts to reach eBook titled Report
is never set in stone – it is forever in motion. the island by mystical methods are said to have 22:01:08 which is avail-
failed. Reaching Landfall and uncovering its secrets able for free download on
Arrival is a dream shared by the rich and powerful as well Free League Publishing’s
There is much to suggest that humans came to as less prosperous fortune hunters, although it is Symbaroum page.
the region from another world. The elves of the usually overshadowed by the dream of Symbar and
Iron Pact have always argued that this is the case, its legendary Throne of Thorns.

59
The First Realm However, in the centuries that followed, the
Some describe it as a city state, others as the capital humans suffered greatly at the hands of the power
Garavarax
of a great realm, but regardless, the city of Asbarast that ruled the land before them. Opinions vary
Those who have read (possibly Esberest) appears to have been the heart as to who this might have been – there is talk of
Karvosti – The Witch of the civilization that emerged beyond the Ravens. great troll realms, nature spirits and even a giant
Hammer already According to Ambrians who have visited the place, named Arvarax – but whatever the case, this power
know that the “Lord of either on the Queen’s initiative or their own, there was supposedly based on the cliff today known
Karvosti” was indeed is virtually nothing left of Asbarast, not even ruins, as Karvosti. Cidriana is said to have negotiated a
a mighty giant named either above or below ground. The only exceptions treaty that gave humans the right to cultivate the
Garavarax, often called are the three city walls, partially crumbled but still land in exchange for sacrifices and a promise never
Arvarax in legends. Very doggedly defying the ravages of time – the outer to develop weapons or powers with the intention
few people are aware wall roughly the height of five men, the middle one of harming Kavosti. This allowed a large number
of this, however, which twice that, and the inner one so towering that even of petty kingdoms to be established near rivers
is why you should also the Palace of Yndaros could hide behind it (except and lakes, on mountain slopes and moors – about
be familiar with the for the Central Tower). twenty according to some, between fifty and a
official picture painted by There are those who argue that parts of hundred according to others. The cultural beings
scholars and storytellers. Asbarast’s population had access to what is called who already inhabited the region, by the grace of
To learn more about the Pure or Raw magic – creative powers untainted by Karvosti, were more or less violently pushed aside.
giant Garavarax and his corruption or other negative side effects. And some Some say the trolls were particularly brutalized,
relationship with man- legends do support this claim, including a verse nearly wiped out, and that those who survived
kind, see page 39–40 in by Aroaleta that mentions “a city beyond moun- fled underground.
the book Karvosti – The tains and vales, where the power was pure as freshly This is not to say that humanity did not have
Witch Hammer. fallen snow, where Wratha was blind and deaf, lost in its own problems. The early days were plagued
carefree sleep.” Others dismiss this as a lie, rooted by numerous conflicts with the Lord of Karvosti,
in the myth of humanity’s divine omnipotence. who responded with force whenever some petty
The critics’ main arguments are twofold: first, king appeared to have violated the treaty, killing
that the lands that once sustained enough people ruthlessly and indiscriminately, sometimes entire
to populate Asbarast are now a barren wasteland villages and cities. Additionally, some argue that
of ash and dust; second, that the civilization in the region was tormented by two (if not more)
question eventually banned the use of mystical insatiable dragons – Fofar and Sakofal, also known
powers except for Symbolism. as the Destroyer and the Slaughterer. Last but not
No matter how much the scholars disagree on least, the wars for the region’s resources became
the underlying reasons, there is complete consensus more frequent and deadly, as the influence of Ambal
on what caused the downfall of Asbarast. It was not Seba diminished. The refugees from Asbarast were
abominations or Dark Lords that forced the people no longer one people, but many.
to flee, nor some deadly epidemic – it was the earth
that died, withered, became infertile, turned into Darkness is Born
desert, despite being crossed by rivers and awash Not much has been written about the Kingdom
with rain. It is estimated that hundreds of thousands of Symbar, at least not its early years, implying
of people, possibly more than a million, migrated that its regents managed to avoid major conflicts
across the Ravens to make a new home for themselves with Karvosti as well as with human rulers.
in the undulating moorlands that today are covered Based on what happened later, however, certain
by Davokar. conclusions can be drawn. Unlike the other
realms of humankind, the Symbarians ignored
Division the treaty with Karvosti, and also managed to keep
The new country was vast and fertile, full of vir- their mystical discoveries secret – most likely by
gin fishing grounds and farmlands. The exodus developing concealing rituals and moving all ques-
across the mountains seems to have divided the tionable activities to the halls and passages of the
people early on, when the heads of various pow- Underworld. It is also clear that the notion of human
erful families and factions brought their followers divinity – mankind as the masters of the world and
along and found their own areas to control. Many existence itself – was widely accepted at the time.
legends describe Ambal Seba as a kind of spiritual Perhaps it was their encounter with the might
or cultural center for humanity’s conquests, with its of Karvosti that gave rise to the belief that humans
leader Cidriana (High Priestess, Queen or possibly had lost some of their divine powers; maybe this
Elected Regent) as a partly unifying force. is where the pursuit of exaltation was born? For

60
THE SHADOW OF SYMBAROUM 1
whatever reason, the Symbarians started abandon-
ing Symbolism in favor of more aggressive mystical
practices, without the guidance of the traditions
that were later developed to reduce corruption’s
Timeline
impact on the body and world. It seems that what The following timeline must be taken for what it is – based on ques-
are now known as blight marks were considered a tionable sources and highly contentious among Ambrian experts on
status symbol, and that blight births were seen as a ancient history. But at least it presents the most widespread version of
sacred sign. Along with the corruption grew a lust history, giving a rough indication of when major, transformative events
for power, and eventually Symbar (the name of both took place.
the realm and its ruler) raised his sights, hungry for About 2100 years ago
more – more land to dominate, more people to rule. About 2050 years ago The eastern city of As-
The legends of Ambal Seba do not specify Ambal Seba is founded in barast is abandoned and
who orchestrated its downfall, but one theory a western valley and the its people journey across
that is becoming increasingly popular among people start spreading the Ravens
Ambrian scholars points to early Symbar as the across the plains; the
main enemy. Perhaps the guardians of pure magic ruler Cidriana negotiates About 2000–1500
discovered what the Symbarians were up to and a peace treaty with the years ago
demanded an immediate end to their activities, Lord of Karvosti Humans claim dominion
with threats of reprisals. Whatever the case, we over the plains, constant-
know for certain that Ambal Seba was destroyed, About 1400 years ago ly plagued by local wars,
quite literally, and that this event marked the Ambal Seba is destroyed; conflicts with Karvosti
birth of the Symbarian Empire. the Symbarian conquest and predator attacks
begins and their realm
The Conquests of Symbar grows About 1100 years ago
The centuries that followed brought the expansion Queen Serala-Han Urel’s
of Symbaroum – a Symbarian word meaning “the armies are massacred;
autocracy of Symbar.” Sometimes it happened the Symbarian Empire
through wars of conquest, sometimes through About 1000 years ago reigns supreme over the
diplomatic maneuvers, and sometimes through The Eternal Night de- moorlands
lesser kingdoms joining the empire voluntarily scends on Symbaroum.
About 950–900
rather than going through a violent annexation.
Why this did not spark a reaction from the power About 800–600 years ago
on Karvosti is a mystery that has caused many to years ago The elves arrive and start
speculate whether it perished early on, or whether Humans start to return; the combating the corruption;
it even existed in the first place. But maybe the clans are established. decades later they reach
majority of experts are right, in stressing that cen- Symbar and the empire
turies of peace can make even the most paranoid About 500 years ago fights its final battle;
ruler blind to threats and rebellious plots. The Spider King declares Davokar is planted and
According to Black Cloaks and learned monster war on humanity; Serem- takes root
experts, this development caused the previously bar is elected the first High
widespread veneration of natural spirits and Chieftain of Karvosti. About 480 years ago
wild animals to be replaced by daemon worship, The Iron Pact is formed, in
probably because the Symbarians viewed abomi- About 450 years ago the midst of war
nations and other unworldly creatures as powerful The Spider King falls and
versions of the chosen and exalted human form. the war is over; Lindaros is About 350 years ago
As Symbaroum continued to grow, so did the zeal founded in the south. The Kingdom of Albere-
to free humanity from the inhibitions oppressing tor is founded; Almara
their divine being. Morphology, the study of the About 200 years ago Argona becomes its first
human being’s shape and form, seems to have The entire population of queen
been predominant among the learned, and from Lindaros is wiped out by a
it emerged the theourgical practices which were terrible epidemic. About 40 years ago
meant to set their divinity free: to ennoble, improve The Dark Lords attack
and strengthen the human physiognomy. Alberetor and the Great
Many scholars refer to the war against Queen About 20 years ago War begins
Serala-Han Urel and her vast kingdom in the The Ambrians arrive in the
Promised Land, searching
for a new home..
61
The Knowledge of the Learned
Player characters with the Loremaster ability will probably know much of what is mentioned in the
section about the region’s ancient history. The Game Master may let players with such characters read
some or all of this text. A more ambitious alternative is to put together an abridged version based on
what a specific character may know or have heard of – a summery which the player should then have
access to while playing.

north as the Final Battle – that is, the battle that pain of death. Other sources mention the establish-
made Symbar the unrivaled human power west ment of so-called Night Patrols – armed units who
of the Ravens. After that, the emperors, princes together with specially selected mystics (most of
and former warlords of Symbaroum had time to them presumably Staff Mages and Symbolists) were
think about more than just the next conquest. The tasked with seeking out and destroying all corrupted
emphasis on spiritual and physical enhancement creatures and sources of corruption. But Symbar’s
grew, and the importance of challenging oneself realm had grown far beyond anyone’s control. The
became vital for retaining one’s honor, power and catastrophe could not be stopped.
status. The animals, spirits and wardens of the There are different views on exactly when the
wild were slaughtered – even abominations (many other cultural beings in the region really started
of them almost certainly blight-born Symbarians) revolting against the empire. Some troll experts
were hunted down and slain by humans seeking to insist that the trolls never stopped opposing the
affirm their power and supremacy. But the unbri- humans; others claim that the arachs still lived
dled development soon began to cause problems; in certain areas, sometimes cooperating with
problems that would only get worse. Symbarian provinces, sometimes involved in
rebellions. Whatever the case, it is clear that man-
The Fall of Symbaroum kind’s dominance remained unchallenged until
Roughly one thousand years before Queen Korinthia the darkness they had created started to overtake
Nightbane led her people to the Promised Land, them. And then came the elves.
Symbaroum began its steep and relentless decline.
Evidence suggests that the destruction started at The Battle of Symbar
the heart of the empire and spread from there. Though there may be reason to take the elves’
The details are vague, but that corruption played accounts with a few pinches of salt, the ones
an integral part in what happened can hardly be about the darkest hours of the empire are largely
disputed. Legends credited to elves and trolls tell consistent – especially as the stories are supported
of princes who continued their reign even after by human sources. The elves came to combat cor-
they were thoroughly corrupted; priesthoods that ruption, not humans. They found allies in arachs,
made pacts with dragons who in their thirst for bestiaals and trolls, but also among the humans who The Theourgs
power allowed themselves to be blight-born; and were already preaching moderation. Together they The word ”theourg”
areas where both land and water were so heavily started a purge which led to even greater aggression which is mentioned in
tainted that all who lived there turned into raven- from the hordes of the night. Consequently, even this text is not to be
ous daemons. The central authorities lost control; though they were not the elves’ primary target, confused with “theurg”.
the Eternal Night fell over Symbar. the humans were hit hard and ruthlessly, and so, Sure, both refer to
But apparently there were opposing forces as desperate and terrified, they fled in all directions. priest mystics, but the
well – voices, even whole priesthoods, who had Those who believe that the power on Karvosti former more precisely
long warned of an imminent disaster; people and survived the rise and expansion of Symbaroum to the priesthood of
organizations who passed on the wisdom of Ambal also claim that its ruler fought the elves, leading Symbaroum, not to
Seba and did their best to reverse the development. an army of beasts and abominations – probably Ambrian worshipers
Perhaps Emperor Symbar finally listened? There are because the newcomers seemed like more of a threat of Prios. Read more
tales, pictures and obscure scriptures indicating that than the pact-bound humans. But the people of the on page 191.
the Emperor issued a decree forbidding all forms of west and their allies would not be intimidated, nor
“magical/mystical manipulation of Creation” under stopped; slowly but surely, over what must have

62
THE SHADOW OF SYMBAROUM 1

been decades, they advanced closer and closer to Davokar to bind the darkness with its roots must Proving your domi-
the Mother of Darkness, the high seat of Symbar. also have taken them decades. Some reports state nance over nature was
If it is true that the Emperor had started taking that the trolls provided help, especially with the vitally important to the
measures against the corruption, he must have been corruption that had seeped down and taken root in lords and priests of
dethroned or killed at some point during the war, the Underworld. Numerous blight-born humans, Symbaroum.
because all sources agree on how it ended: the battle beasts and primal blight beasts were lulled to sleep,
of Symbar was long and exceedingly bloody. Stories covered by earth, moss and mycelium. They could
tell of elves, spiders, and bestiaals, against humans have been killed, but Prince Eneáno’s orders were
and abominations – tens of thousands killed. Even clear: “Let this evil that mankind awakened remain, in
wilder legends add nature spirits, colossi and arch idle slumber; let it live on as a reminder of the gravity
trolls to the elven army, and primal blight beasts, of our undertaking. What happened here must never
blight-born dragons and companies of undead sor- be repeated. Nevermore!”
cerers to Symbar’s. But whoever fought and died, More than a century passed before the first
Prince Eneáno emerged victorious. humans dared return to the lands of their ancestors.
And Symbaroum fell, into dreamless sleep. The elves would not let them enter the burgeoning
Davokar, so they settled on its outskirts, divided
In the Shadow of Symbar into clans which had emerged during the years of
The battle was won, but the struggle of the elves was exile, often based in what used to be provinces of
not yet over. The task of singing and weaving the Symbaroum. Wise from memories that lived on in
region’s remaining corruption to sleep and planting stories, songs and plays, most of them submitted to the

63
elves’ will without a fight. According to the stories of the barbarian chieftains and witches were able
the Huldras, this was also when the already existing to establish a new order of life, in harmony with
Alberetor Witchcraft was refined – a form of mystical practice both the elves and the growing forest at large.
Not all humans re- which the elves accepted, maybe even helped develop. Some were less enthusiastic about this than oth-
turned to the Davokar While the humans started to regain their former ers, and the change did not occur without protests
region. Among those strength, the spiders and the spider people (the and outright revolts. But nevertheless, the order
who remained in their arachs) thrived under the ocean of leaves. Neither that arose after the Spider King’s death lasted for
place of refuge were the witches nor elves can explain exactly why Angathal hundreds of years. There were exceptions, perhaps
founders of Lindaros Taar, better known as the Spider King, declared most notably the city state of Lindaros, which was
and the people who had war on humanity, but many potential reasons founded shortly after the war and over the course of
fled all the way down to have been theorized: good old lust for power, roughly two and half centuries managed to repeat
the sparsely populated according to most Ambrians; self-preservation, enough of Symbaroum’s mistakes to bring about
area which 350 years according to many barbarians; a belief that the their own destruction.
later would become the humans would repeat the sins of Symbar, claims Davokar continued to grow vaster and wilder,
kingdom of Alberetor. You the elven version. In any case, the threat of the as untamed wilderness always does. The trolls
can read more about this Spider King accelerated the collaboration that had returned to the surface, the battered arachs hid
in the book Yndaros – The already started to form between the clans; the in the depths of the forest, and both herbivores and
Darkest Star. office of High Chieftain was established and the carnivores thrived in the uncontrolled vegetation
clans united under a common banner. that blanketed the ruins of the old empire. The
Perhaps it was the war that made the humans elves of the Iron Pact kept watch over particularly
forget their agreement with the elves; the passage of blight-stricken areas, warned the witches of bud-
time certainly contributed as well – the tales, songs ding threats, and put ravenous abominations back
and plays started to seem more like myths and pure to sleep whenever they awoke. The ruins of what
fiction. In any event, the High Chieftains and their was once the Heart of the Eternal Night, the city of
warriors and witches pushed deeper and deeper into Symbar, required constant supervision and care.
the forest, in a way the elves could not accept. But The seasons were not allowed to follow their natu-
after a few violent confrontations, Prince Eneáno ral course there; a state of perpetual summer was
chose a diplomatic approach; he walked alone to sustained throughout the year by a group within
the High Chieftain’s stronghold on Karvosti, where the Iron Pact called the Keepers of Symbar.
he made Agadan and his Huldra, Bovosin, under- But no harmony lasts forever, not without dis-
stand the importance of preserving the slumber of cordant notes and raspy vibrations infecting its
Symbaroum. The Iron Pact was founded, during a melodies. Reports differ on when the change first
meeting between ten clan chieftains and three elven became noticeable. But though there are mixed
princes, and the elves swore not to interfere in the opinions about what caused it, few people alive
war against the Spider King – a few decades later, today would deny that Davokar is darkening – and at
the fifth human ruler of Karvosti, High Chieftain a time when the elves of the Iron Pact are becoming
Maiesticar, was finally able to slay Angathal Taar too few to maintain control, and barbarians and
and put an end to the war. Ambrians alike are becoming increasingly reckless
in their efforts to explore the forest and plunder
The Long Rest its riches. Perhaps it is true that the darkness is
Having won the war against the spiders, with returning, that old Symbaroum is twisting in its
Iron Pact rings on their fingers or upper arms, sleep, that Davokar is about to awaken…

Factions
Ambria is reeling from internal conflicts between aside while the Queen led her people across the
various factions and increased popular discontent Titans and claimed lordship over the Promised
with the authorities. Had it not been for the war Land, are beginning to surface. It is becoming
The Iron Pact against the Sovereign’s Oath, slow-burning as it increasingly acceptable to question authority,
More information on the may be, things would probably look even bleaker. particularly in cities like Yndaros and Thistle
Iron Pact can be found But there is no doubt that both Queen Korinthia Hold, but in the countryside as well. The gov-
in Karvosti – The Witch and the Sun Church are facing serious challenges ernment cannot as easily excuse their actions
Hammer, on page 40–41. when it comes to restoring confidence and stability. by referring to past accomplishments, or blame
A ll conf licts t hat have been suppressed problems on the youth and growing pains of the
since the start of the Great War, that were set Ambrian realm. Instead they are soothing the

64
THE SHADOW OF SYMBAROUM 1
pitchfork-wielding anger of the people by calling Numerous other groups have obtained the
for unity in the face of the terrifying barbarian same information and are just as eagerly awaiting
Sources of
threat from the north. summer. This section offers a deeper insight into
As for the people’s feelings toward Davokar, the factions that are currently dominating the Information
not much has changed. Though individual citi- Davokar region and that the player characters will The adventure text (page
zens like to think that their decisions and actions encounter in the adventure Mother of Darkness. 110) includes suggestions
are grounded in reason and rational deliberation, It focuses on the groups’ goals, resources and on how the player char-
mankind has always been largely driven by two relations – allies as well as enemies. The main acters and other factions
forces: desire and fear. And nothing has changed purpose of these descriptions is to present a may have obtained
in that regard – people whose desire for treasure, background to the adventure in this book, but directions to Symbar. If
knowledge or glory outweighs their fear of the the information can of course also be used as a the gaming group played
forest are still going out there, hoping to satisfy basis for homebrew scenarios. The Darkest Star with
their greed. The fact that Davokar is growing the same characters that
darker, and that savage Sovereign warriors now House Kohinoor will now tackle Mother
roam the forest, may deepen the sense of dread. No one knows what hides behind Korinthia of Darkness, they will
On the other hand, the taxes imposed by the Nightbane’s porcelain mask, but many of those probably have access to
Crown and its representatives have increased close to her are walking on eggshells, not knowing the sketch which Kullinan
due to the impending war, driving more and how to interpret their increasingly taciturn ruler. Furia drew based on the
more people into poverty. To rely on a Queen The truth is that she is devastated – she can feel map he saw on Emperor
who cannot even keep her own capital safe is the dream sliding over her palms, almost slipping Symbar’s funeral ship
for many not an option. through her fingers, about to be crushed against (see Yndaros – The Dark-
No, the events that took place during the adven- the polished granite floor of her palace. est Star, page 160).
ture The Darkest Star, in the heart of the Ambrian She blames only herself, hence the silence.
realm, have left their mark. In this book we proceed The plan is hers, as are the strategies, and her The fortune hunter
on the basis of the development set out in the chron- commanders and agents have done precisely what Elmendra and her former
icle’s third episode – the Queen is focusing on the was expected of them. And it is too late to back out colleague, the spiritu-
war against the Sovereign’s Oath and the search for now. The only way to restore the love and trust alist Herangoi, are also
the Throne of Thorns, which she hopes will restore she has lost is to ride out the storms and force her described in The Darkest
the people’s faith in her; the Sun Church’s Curia has plan to succeed: she must conquer Davokar and Star as possible infor-
been fundamentally reshaped, with First Father ascend the Throne of Thorns! mation sources, and this
Jeseebegai imprisoned and the schism between the The war against the Sovereign’s Oath is one of book adds yet another
Loyalists and the Reformists contributing to its two keys. The High Chieftain could never defeat one – the Sovereign’s
demise; following the close-fought battle of Karvosti, them without her help; while as many as six clans Oath, who have already
the leaders of the Sovereign’s Oath, headed by the have joined his side, they are not the most powerful found the city and are
Blood-Daughter, have withdrawn into what used to ones in Davokar or even at full strength. This opens currently making their
be the territory of Clan Yedesa. Should things have the possibility for Ambria to step in as the liberator way to its ruined imperial
developed differently around your gaming table, of the clans, provided that the Blood-Daughter’s palace.
you may have to consider whether the relations troops can be subdued. At the moment there is a
and strategies described below need adjusting, but tense winter truce in effect, and the enemy has
there is one circumstance that is not easily altered, withdrawn north to encamp at the stone fortress
at least if you want to play Mother of Darkness with of Clan Yedesa. Spies report that almost a third
your gaming group. of their forces have vanished – further north,
In the weeks and months following The Darkest according to some analysts; others believe they are
Star, a rumor is starting to spread, first in Yndaros, heading south through the Underworld to sneak
then in the other Ambrian cities and out into behind Ambria’s main force. In order to secure
Davokar: Queen Korinthia has found reliable direc- the plains, Korinthia has called back many of her
tions to Symbar and is preparing an expedition to own troops from Karvosti and positioned them on
locate its legendary Throne of Thorns! Whether her the fields east of Argona village, ready to march
knowledge about Symbar’s whereabouts came from whenever needed.
the player characters or someone else, the rumor The second key is to get to Symbar first, or at
is completely true – once winter is over and the least take control of the ruined city before someone
spring warmth has brought life back to the woods, else does. This may be a purely symbolic move, but
a group of rangers and wizards will set out from what is sovereignty if not the illusion of control?
Thistle Hold, under the leadership of the Royal If Ambrians and barbarians alike knew that
Sekretorium. And they are not alone. Korinthia of House Kohinoor had won the hunt for

65
the heart of Davokar, seized control of its secrets, Star, Chieftain Razameaman of Saar-Kahn, his
and fulfilled the prophecy of Sarkomal, they would colleague Rábaiamon of Gaoia, and their figure-
The Throne of
also be convinced that she, and she alone, is the head, the fifteen-year-old Blood-Daughter, have
Thorns – Campaign most powerful ruler in the world. In such a way, had to deal with uprisings among the subjugated
Overview she could reach her goal of incorporating Davokar people of the north and suffered losses in men
You can download an into her realm, and securing her people’s safety, and morale due to the difficulty of supplying their
eBook called The Throne freedom and love! vast barbarian army during the winter. For a long
of Thorns – Campaign The only ray of light in Korinthia’s darkness, the time, they have also had to manage without the
Overview free of charge thing that stands between her and utter despair, guidance of Odralintos, as the lindworm went
at Free League Publish- is that the Sun Church has been divided and the into hibernation back in late autumn.
ing’s Symbaroum page Curia weakened. She cannot take all the credit For the time being, the Blood-Daughter and
[www.freeleaguepub- herself, but that she soon after its dissolution her father are staying at the magnificent stone
lishing.com]. There you allowed the Curia to re-emerge with Anabela fortress of Yedesa, roughly a week ’s forced
can read more about Argona as the new First Mother was probably a march north of Karvosti. Some twenty thou-
the factions and what winning move. Whoever deserves the credit, one sand warriors are also encamped there, while
happens to them during thing is certain: her main domestic opponent has five thousand have been sent north to quell
the years in which the been neutralized without triggering a full-scale revolts and hunt down deserters. Rábaiamon
Chronicle of the Throne rebellion. In comparison, the discovery and crush- is somewhere entirely different, along with the
of Thorns takes place. It ing of the so-called Vearra Alliance was absurdly recently awoken Odralintos, now in the shape of
also includes more in- simple (see Yndaros – The Darkest Star, page 49). a fearsome drakworm. Just a couple of months
formation about Wyrtha, With the decline of the Sun Church, only one clear prior to Mother of Darkness, some hunters from
Wielda and Wratha, and significant foe remains: the Sovereign’s Oath. clan Enoai discovered something that might tip
the three forces which, And in that battle, she does not stand alone. the balance of power in favor of the Sovereign’s
according to the elves Even though Tharaban lost his son in the Oath: directions to Symbar.
and barbarians, describe inferno at the Cathedral of Martyrs (see Yndaros It took another month or so before the three lead-
the world’s most funda- – The Darkest Star, page 103), the alliance between ers received reports that Symbar had indeed been
mental conflict – the one Ambria and the High Chieftain lives on. The found, but by then an army of three thousand war-
between civilization and barbarian strongman’s thoughts on the future riors was already marching northeast, toward the
nature. are unclear to her, but right now he seems both black heart of the forest. Many died along the way,
grateful and docile; he claims to have accepted from exhaustion, diseases and corrupted nature;
Ambrian rule and has agreed to become her vassal even more when they arrived, in battle against the
once the war against the Sovereign’s Oath has Iron Pact and the darkness woken by their pres-
been won. Korinthia also regards the Sun Church’s ence. But at the start of Mother of Darkness they are
Reformists as her friends, although she does not still almost four hundred strong, encamped on the
trust them completely – Anabela Argona seems northeastern outskirts of the city, under pressure
loyal to House Kohinoor, but the rumor that the from Rábaiamon and Odralintos to rid the ruins of
elves’ former envoy in Yndaros, Elori, has joined both the darkness and the nature binding it, and to
Sarvola and Deseba the Old (in the pious Duke clear the way to the imperial palace.
Ynedar’s Ravenia, no less) could very well mean The plan is first and foremost to secure the
that they have entirely different allies in sight. high seat of Symbar and its legendary throne,
Whatever the case, they are too weak to be either and then secure and explore the rest of the ruins.
a threat or a helping hand, which is why it does If successful, the Sovereign’s Oath could rightly
not keep her up at night. claim to have restored the Symbarian empire,
But she does have problems sleeping. Often. with the Blood-Daughter as its rightful ruler.
Her breaths come in shallow gasps, her shoulders Whether or not that would unite the barbarian
tensely raised. There is a lot at stake, and the clans remains to be seen, but Karvosti would
moment of truth approaches as the rising warmth undoubtedly lose much of its significance as
melts the winter’s icy grip on the forest. the region’s center and its leader much of his
unifying inf luence. The clanfolk would have a
The Sovereign’s Oath decision to make – to rally behind a descendant
It was hardly surprising that the triumphant of Symbaroum, sitting on its imperial throne,
ma rc h t h rough Davok a r wou ld encounter or put their trust in a figurehead who gets his
obstacles at Karvosti, yet it has caused more influence by being backed by a usurping invader.
problems than the leaders of the Sovereign’s Oath It may take some time, but to the Sovereign’s
had anticipated. Since the events of The Darkest Oath the outcome seems certain.

66
THE SHADOW OF SYMBAROUM 1

67
The Reformists among the older members who remember a
Anabela Argona is terrified, not because she has time before the Exaltation, but also among
failed, but because the plan she and other leading the young who grew up in contact with the
Reformists have devised seems to be working. Their barbarian belief system, under a priesthood
objective remains the same: to bring about a new demanding blind obedience and extreme zeal-
order in Ambria, in both a spiritual and mundane ousness. They have also initiated collaborations
sense. But what remains to be done is both difficult with the witches and the more diplomatically
and extremely dangerous for everyone involved. inclined faction within the Iron Pact, in order to
First, common people must be made to see make allies but also to learn more about Creation
that the Prios of War described in the book in general, and Davokar in particular. By no
The Lightbringer is a misinterpretation of the means can they match the military might of
Lifegiver and his word, created by Alberian rulers the Ambrian army, nor the Knights of Dead
who needed a clear, bellicose counterweight to the Prios who still consider them their primary
Dark Lord’s hordes – an opinion which in itself target. No, their objective cannot and will not
constitutes devastating allegations against Queen be achieved through violence, but through love
Korinthia. This change is already underway, and forgiveness, which will eventually turn
and after taking office as First Mother, with Queen Korinthia’s warriors into theirs.
Korinthia’s blessing, Anabela has continued to
support the spread of this opinion by ordering The Black Cloaks
priests and the Black Cloaks to tone down the rhet- Although the Twilight Monastery in the Titans
oric and violence against “heretics” – ostensibly, is also feeling the increased inf luence of the
to restore calm within the church, but actually to Reformists, the Black Cloaks remain loyal to
allow the belief in the Young Gods to gain ground. the Lawgiver. Even with the new First Mother
Secondly, Father Sarvola’s reputation as a ordering leniency toward “heretics,” very few
champion of The Young Gods must continue to members of the monastery dare to openly sup-
grow. He is already well-known throughout the port Father Sarvola, for fear of violent reprisals.
realm – the nobleman who used his inheritance What one must understand is that the current
to serve the Sun God; constantly accused of her- developments are filling Brother Eumenos and
esy by “the apostles of war,” constantly hounded his loyal followers with sheer, unadulterated
and derided, but always fighting for “universal dread – they are convinced that the heresy will be
love” against the authorities’ condemnations the finishing blow to the Sun God, thereby paving
and demands of submission. Rumors are f leet- the way for the darkness of The Eternal Night.
ing and humans inclined to follow symbols of As far as the order’s leadership is concerned,
power rather than their hearts, which is why the only way to save Prios and his creation is to
Sarkomal’s prophecy cannot be ignored. There open people’s eyes to the pernicious lies ped-
is a risk, however, that Korinthia may regain dled by the henchmen of darkness, by apostates
her people’s love and trust if she were the one to like Sarvola and Korinthia, and black-minded
fulfill it, and that must not happen. That Sarvola creatures like the High Chieftain, the Huldra
is preparing to lead an expedition to Symbar is and the elves of Davokar. The Black Cloaks’ main
thus more about frustrating Korinthia’s efforts objective has always been to identify and combat
than taking the Throne of Thorns for himself. the darkness growing among their fellow citi-
When the time comes, two things will happen. zens. During The Great War, this meant exposing
Well aware of her baggage as a longtime member defectors, sorcerers and heretics who refused to
of the Curia that represented the Prios of War, abandon their faith in the Young Gods; in Ambria,
Anabela intends to step down as First Mother new types of cultists, worshipping witches and
in favor of Father Sarvola. Then Korinthia must monsters, have emerged. But this seems an
be dethroned, with force if needs be, and her increasingly hopeless task, as more and more
Reformist nephew must take up the mantle; of the kingdom’s rich and powerful are joining
Duke Ynedar of New Beretor has his f laws, but the ranks of The Eternal Night. Worse still, the
seems more suitable in every respect compared people’s faith is dwindling. The villagers who
to the warmongering Queen. And all this must be once rejoiced in the arrival of the Black Cloaks,
achieved without raising Korinthia’s suspicion who cheered as heretics were cleansed on the
while she is still powerful enough to strike back. Lawgiver’s pyre, are now just as likely to react
The Reformists are gaining more and more as a hateful mob, ready to defend the darkness
followers within the Sun Church – not just with stones, pitchforks and fists.

68
THE SHADOW OF SYMBAROUM 1
No, the residents and agents of the Twilight since the church was founded; it is unlikely to
Monastery have few allies left. More than ever, succeed, as there are so few who know the way
their fight for Prios and humankind against (see Wrath of the Warden, page 146). As for the
The Eternal Night must be conducted in utmost witches, most of them operate out of the heav-
secrecy. For the majority who are still com- ily fortified Karvosti, which is why the knights
mitted to the Lawgiver, life revolves more and have to settle for tracking down clan witches
more around their own salvation – sacrificing still hiding among the southern clanfolk. The
everything to save the dying Prios, however leaders of the Reformists have also proven hard
hopeless the prospect. The most important thing to reach, entrenched as they are in Duke Ynedar’s
is to stop the Queen, who seems bent on leading Ravenia. But it seems that the templars’ luck is
the world into darkness; a monarch who many about to change…
Black Cloaks believe is not Korinthia Kohinoor Symbar, the Mother of All Darkness, is not
at all, but a puppet installed by the Dark Lords, only a worthy target in itself; it will also draw
possibly replaced during her years of captivity. out many of the heretics at the top of the First
Their work must be done covertly, of course, but Revenger’s list.
the prime objective of Eumanos and his closest
adherents is to overthrow the Queen of Ambria. The Witches
Perhaps her reign must finally end by means There is still hope, a few glimmers of light in the
of assassination. darkness descending on Davokar and humanity.
Blac k Cloa k s who sy mpat h ize w it h t he Yeleta has long seen it coming, aware that darkness
Reformists tend to keep it to themselves, but they must fall before a new day can dawn. But there is a
are certainly not passive. By loyally carrying out risk that the dawn will never come; that this night
sabotage missions and attacks, they are working will prove to be just as eternal as the doomsayers
hard to infiltrate the order’s inner circle, while of the Ambrian Sun Church foresee. The situation
at the same time delivering regular reports to is too far gone for the Huldra’s previous diplomatic
the First Mother – a deadly game of treachery efforts to succeed; all she and her Keepers can hope
that has already claimed many lives, but is nec- for is to keep a few sparks alive through the night
essary for the Reformists to prove the rumors – sparks from which a new morning can rise.
that Brother Eumenos is involved in subversive One of these precious flames is Father Sarvola.
and even treasonous activities. The Keeper of Clan Vajvod, Kathman, has long been
by his side; Yeleta would like to send more people,
The Church of Dead Prios but Sarvola has declined, with reference to the
The Knights of Dead Prios are in decline. Of the hatred for witches that is still prevalent among
almost two hundred Templars who swore alle- the Ambrian people. High Chieftain Tharaban is
giance to First Revenger Iakobo Vearra, barely also worth protecting, not least because the events
a hundred are still alive – the other Enforcers of recent years have made him more inclined to
have laid down their lives in battle against abom- heed the Huldra’s advice. Last but not least, there
inations, heretics and elves, to spend eternity are still a number of Ironsworn who can help lift
kneeling in the lifeless dust of the Sun God. the region out of the relentless darkness, elves who
As their brothers and sisters have fallen, still believe in the sanctity of Creation, who protect
those who remain have grown even stronger and preserve the region’s remaining nature gods,
in their convictions. With the battle already wise enough to recognize the link between violence
lost, all that remains is revenge, particularly and corruption.
against the highest leaders of the godslayers, by Another important task is to stop the blackest
any means necessary. No matter the corruption of blackness from waking – the monstrous horrors
that follows, it is the sacred duty of the Enforcers that were born in the days of Symbaroum and cast
to use mystical powers, strengthen their bodies, into slumber by the magic of the Iron Pact, fettered
make pacts, or take any other measures in their beneath the roots of Davokar. The witches know
quest for vengeance. where some of them are resting and are keeping
In the run-up to the adventure Mother of a close watch on those places, often with the help
Darkness, the First Revenger has identified three of the few elves who still care about such things.
main targets for his Enforcers: The Iron Pact, the But there are more, many more, and there is a
Witches and the Reformists. The search for the serious risk that several of them lie buried at or
Halls of a Thousand Tears, the legendary head- near the ancient heart of Symbaroum: Symbar.
quarters of the Iron Pact, has been going on ever That the humans are close to finding it could be

69
the end of all hope. Despite the dream sights which As a winter elf she is immensely powerful, but also
night after night remind her of the mortal risks she fully focused on her task – to keep the nature in
is taking, Yeleta sees no other way than to go to the area in perpetual summer bloom, so the pro-
Symbar herself, along with the Keepers Amanmaar tection against the darkness will not weaken. And
and Miralba. The battle for Symbar is hers; it is perhaps this is why she and her chanting mystics
her duty to preserve the flickering flames of hope were caught off guard by the Sovereign’s Oath;
and prevent the monstrosities from waking, no maybe this explains why those who survived the
matter the cost. barbarian onslaught do not know how to handle
their current predicament? There are not many
The Iron Pact of them left, but together they are still a powerful
Truth be told, there is not much left of the cohesive force to be reckoned with, if someone can rouse
force that just a few years ago, with a well-coordinated them to action…
mix of violence and diplomacy, opposed the rapacious
rampage of the humans. Their decline started with The Sacred of the Old Blood
the arrival of the Ambrians, and accelerated with The time has come for the Sacred of the Old Blood
the rise and advancement of the Sovereign’s Oath. to pull back their hoods and present themselves
The humans’ tenacity and strength of arms made to the world. For Duke Sesario and his daughter
all attempts at diplomacy seem doomed to fail; more Esmerelda, the goal is the same as always: to prove
and more Ironsworn have lost hope and joined the that noble blood can never be corrupted, and to cure
warbands harassing the troops of both Ambria and the undead condition that is slowly robbing them of
the Sovereign’s Oath. their wife and mother, Abesina. They themselves
Another major problem is of course the growing are not yet ready to step out of the shadows, but the
madness that makes the Iron Pact’s leader, Prince twenty nobles who, unaware of each other’s identi-
Eneáno, capriciously unreliable. His closest advi- ties, have joined the cult must now be mobilized – a
sors are trying to keep him isolated and get the most decision they have made for several reasons.
out of his rare moments of lucidity, when he is not One important reason is that Abesina is growing
catatonic or screaming hysterically. But without weaker and losing the will to fight; another is the
the prince’s unifying influence, the Iron Pact is inpatient hunger for power that burns in their flesh
inexorably falling apart. as a result of the corruption to which they claim to
Now that summer is just around the corner, and be immune. But above all: Symbar. They cannot risk
the hunting parties are gathering on the southern such an expedition themselves, but everything they
border of Davokar with their aims set on Symbar, have read and heard indicates that the knowledge
the Iron Pact consists of twenty or so warbands they seek may be found in the ruined city – knowl-
operating without much coordination. Some of edge about the nature of undeath and how to ennoble
them are working with Ironsworn humans, others the already noble blood, which will finally gain them
with ancient nature spirits or packs of predators, the power and respect they deserve, naturally with
and some have contacted the underground realms a resurrected Abesina by their side.
of the trolls in the hope of spurring their rulers At the moment, the Sacred of the Old Blood has
to action. In the Halls of a Thousand Tears, the no clear allies or enemies. Its two leaders have
attempts to alleviate the Prince’s illness continue, spent the late winter increasing their efforts to
while a number of terrifying insights slowly imprint recruit more nobles to their cause, mainly among
themselves on the souls of the elder elves – the youngsters who are already captivated by the
realization that they have lost control, that their myth of the sanctity of noble, or “pure,” blood.
life’s work is being undone, that the wars in the west For years, the cult has held secret meetings in
leave them without any hope of reinforcements, cities like Yndaros and Agrella, usually at the
that mankind – and therefore the darkness – may initiative of some younger member, where young-
gain dominance over Creation. sters take part in corruption-generating rituals
A handful of larger Iron Pact groups have with delighted giggles or arrogant smiles, for the
long been stationed in various parts of Davokar, thrill of it but also to prove their purity. The idea
entrusted with particularly vital tasks. The largest is that many of these will then be easily recruited
one, possibly with the most important job of all, is into the cult, with promises of exaltation and
the Keepers of Symbar who has been watching over power, and that, when the time is ripe, they will
ruined city. Its leader, Princess Geliael, accepted the destroy their older relatives and together build
assignment shortly after Davokar had taken root, a power base that allows Esmerelda to challenge
and has since gone through her third hibernation. her half-sister for the throne of Ambria.

70
THE SHADOW OF SYMBAROUM 1

Summery of the Factions


House Kohinoor assassinate the Queen, they are doing everything
Wants to claim the Davokar region by crushing they can to thwart her plans.
the Sovereign’s Oath and taking control of Symbar.
While awaiting reports from the ruined city, the The Church of Dead Prios
Queen focuses on defending her realm and gath- Their sole purpose is to seek revenge on Prios’s
ering information about the goals, means and killers; nothing else matters, as The Eternal Night
members of other factions. has already fallen on humanity.

The Sovereign’s Oath The Witches


Wants to re-establish Symbaroum by uniting all Wants to protect the few glimmers of hope they see
barbarian clans under the Blood-Daughter’s banner. in Sarvola, the High Chieftain and others, while at
The plan to conquer Karvosti is put on hold, until the same time preventing humans from awakening
Symbar has been explored and made safe enough the monstrous horrors that slumber in the depths
for the Blood-Daughter’s arrival. of Davokar.

The Reformists The Iron Pact


The Reformists’ objective is to reshape Ambria The Ironsworn, whether elves or something else,
according to the Lifegiver’s message of fellowship, always regard the protection of Creation as their
mercy and universal love, meaning that the current primary function. But more and more of their mem-
regime must be overthrown. In the short term, bers believe that hope is lost, and that humanity is
they must nurture the faith in the Young Gods a disease to which the only cure is violence.
while at the same time prevent their opponents
from growing stronger, for example by gaining The Sacred of the old Blood
dominance over Symbar. The pursuit of knowledge and dark insights is still
the main focus of the cult, but they will soon be
The Black Cloaks ready to take risks – both by increasing their num-
Convinced that Prios is dying, the Black Cloaks bers and coordinating their efforts. Their long-term
wish to restore the Lawgiver’s dominant position objective is to seize power in Ambria and, hence,
as the god of the people. While planning to topple/ the region at large.

71
Ruins
The two ruins presented in this chapter relate to different periods of Davokar’s
history. The idea is that the Game Master should be able to use them in a variety
of ways, depending on the needs and preferences of the gaming group. One option
is to let the player characters encounter them on their way to Symbar; another
is to use them as a basis for a treasure hunting chronicle, perhaps along with
the ruins introduced in Thistle Hold – Wrath of the Warden (page 58–70). In any
case, it is important that the Game Master adjusts the challenges and adversaries
described below according to the skill level of the player characters.

Prisoners of the Death Crater


About seven centuries ago, the ethnic group survive as rebels under Symbaroum’s oppression.
calling themselves the People of Kavaler heard Vilmela was hailed as a hero; the People of Kavaler
rumors that humans were starting to return to the thrived and looked to the future with confidence.
once fertile lands of ancient Symbaroum. Stemming But all good things must come to an end… When
from a rebellious clan that refused to bow to the a murderous blight mist swept over the settlement,
central authority, they escaped the fall of the empire reeking of corruption and hiding a horde of raging
by fleeing to a remote valley in the southern part of blight beasts in its midst, the unsuspecting inhab-
the Ravens. Life there was hard, marked by scarcity itants did not stand a chance. Those within the
and constant attacks from predators and monsters, wooden palisade of the fortress sought refuge in the
so when the opportunity arose for them to go back, residence basement, thinking they would be safe
there were few who hesitated. behind its blessed gates. But the mist seeped down
Decimated by starvation, disease and the hard- through gaps and cracks, quickly turning them all
ships of travel, only three hundred individuals into walking dead. Having wiped out the People of
led by the Matriarch Vilmela reached their old Kavaler, the mist moved on, leaving behind dead
territory. They found the lands fertile and the lands and an echo of corruption which persists to
water fresh, just as the rumors promised, and this day. The place was declared taboo when other
immediately started building the fortified heart returnees came across it many years later. It has
of their new settlement. The surrounding area was remained undisturbed ever since, until recently…
mapped, a local goblin tribe subdued, and some A month or two ago, a young goblin named Uldo
packs of predators driven away – largely thanks to came to Thistle Hold determined to climb out of his
the artifact that had previously allowed the clan to brother’s shadow. He comes from a tribe engaged

72
RUINS 2
in close cooperation with a barbarian settlement, day or suffer 1 point of temporary corruption that
and while his brother has won the humans’ respect does not leave the body until the person is removed
as a scout and warrior, Uldo has been treated like from the affected area.
Other Core Books
a simple servant (or a slave, according to him). At In writing Symbar –
Thistle Hold he started offering his services as a 1. Earthen Rampart Mother of Darkness,
guide, promising to lead the highest bidding fortune The earthen rampart, on which there used to be we assumed that the
hunter to several unexplored ruins, including the a massive palisade, rises between five and seven gaming group has access
place which the clanfolk call the Death Crater. meters above ground level. Except for some larger to the game’s three
The highest bidder turned out to be Dindra boulders, the soil is bare, porous and mixed with core books: the Core
Starak, whom he led into Davokar shortly there- pebbles. Since it is virtually free of vegetation, there Rulebook, the Advanced
after, with her companions Lagorn and Valmer is a great risk that whoever tries to reach the top Player’s Guide and the
at her side and the high-spirited mule Korinthia will cause a minor, or even major, landslide (see Symbaroum Monster
in tow. But with a guide who does not know the Arrival below). Codex. If that is not the
hubris and frailty of privileged nobles, it could case, the Game Master
only end in disaster. They did in fact make it to 2. North Tower must be prepared to
the Death Crater, but once they arrived, everything The north tower has lost its roof and top floor, so adjust certain things
went wrong: now Dindra and Uldo are locked up that only the ground floor and second level remain. related to rules and
in separate tower rooms, Valmer is dead, and the Dindra Starak stays on the latter, alone and afraid, non-player characters.
blight-born Lagorn wanders around inside the and blight-marked to boot, with only her group’s
earthen rampart, howling with hunger. equipment and a gagged prisoner to keep her com-
How and why the player characters become pany (see below). There are three ways in – the open
involved in the story is for the Game Master to doorway at the foot of the tower, the second story
decide. They could be contacted by a worried window which can be reached from the rampart,
relative of Dindra who was given fairly accurate and a stone hatch in the floor of what was once the
directions to the place she intended to visit, or top level of the tower.
learn about the ruin in some completely different Simple mechanical traps of the bear trap variety
way, perhaps while investigating a ruin containing (1d8 damage and makes a loud clattering noise) have
the written legend of Kavaler. And of course, the been placed just inside the doorway and window. It
player characters may just stumble upon the Death takes a successful [Vigilant +3] test to spot them, and
Crater during their travels through the dark halls another one to proceed without triggering them.
of Symbaroum. They can only be disarmed by someone with the
Trapper ability who passes a [Cunning +3] test.
Overview A person who enters through the doorway will
All that is left of the Kavaler settlement is the for- see a stone staircase leading up to a closed trap-
tress ruin, with razed towers and a surprisingly door in the ceiling. The second floor is split into
intact main building on barren ground inside an two rooms of equal size, one of them accessible
oval earthen rampart. The area is between 90 and through the stone hatch and the other through
120 paces in diameter, and its soil is practically the window. Dindra is in the room with the hatch;
dead – apart from a few hardy little trees that have she has rolled out her sleeping pelt and sometimes
managed to take root, the ground is parched and lights a small fire. In the room with the window lies
dusty, unless a recent rain has turned it into mud. a sleeping body, with its arms tied behind its back
The buildings are ten meters high at the most, and a jute sack over its head (see Lin-Elil below).
and as such cannot be seen until one reaches There is also a stone hatch that has not been used
the vast field of bushes and small, crooked trees in decades (especially as the staircase below has
surrounding the rampart. Those with exceptional collapsed) and cannot be opened without a loud
eyesight can peer over the rampart from the tall scrunch and thud.
pines growing a couple of hundred meters away,
while the rest will have to climb the rampart – pref- 3. Central Tower
erably without alerting the ferocious abomination The tower in the middle of the courtyard is mostly
currently ruling the ruin. intact, with the two upper floors and the roof still
Player characters who approach the crater and in place. The tower used to serve as the archive
pass a Vigilant test with the Witchsight ability can of the People of Kavaler, where they would store
sense the corrupt energies still trembling in the air scriptures, etchings and items of historical sig-
within the rampart. The effect has faded with time, nificance. All three f loors contain remains of
but everyone inside must pass a Strong test each what must have been shelves and cabinets, and

73
5 2

THE FORTRESS RUIN


though most of what was stored there has been Uldo will die if he does not receive immediate
1. Earthen Rampart destroyed, player characters with enough time medical attention in the form of mystical healing or
2. North Tower for a thorough search can try to find two items a Medicus using an herbal cure. Should the player
3. Central Tower hidden among the debris (see The Treasure of characters provide such assistance, the goblin will
4. Barracks the Ruins on page 95). fall asleep, physically and mentally exhausted.
5. West Tower They can enter the tower either through the
doorway or its gaping windows. There are stairs 4. Barracks
N running along the inside walls, with no hatches The citadel that used to be the Matriarch’s resi-
preventing passage between levels. The top floor dence has collapsed, but the shell of the building
is reached through the stairs or the window fac- where her elite warriors and servants lived is still
ing the wall segment to the east. Uldo is up there, mostly intact. The ceiling is cracked and much of
starving, dehydrated and scared to death of the it has caved in, and the wooden floor that once
0 20 m abomination prowling by the foot of the tower. separated the building’s stories has (just like the
If the player characters manage to get inside, supporting joists) moldered away. So, behind the
it turns out that Uldo has little to offer, not even walls of stone is a single, echoing hall, roughly
any intelligible information. Weak and delirious, twenty meters wide and ten meters deep, with a
he raves exclusively in troll tongue (requires stairwell full of debris leading to the basement.
Loremaster at adept level). Whatever the player At almost exactly the center of the room lie the
characters say or do, he keeps repeating the same remains of poor Valmer, beaten to death by his
thing over and over: blight-born companion, his bones stripped bare
by night swarmers (see below).
“Swarming darkness. Biting, clawing, whirling dark- At the foot of the stairwell is a miraculously
ness. Smothering, murderous darkness.” well-preserved door of iron-fitted oak, coated with

74
RUINS 2
mystical energies to ward off the region’s darkness After dark, the abomination cannot be seen
(same effect as the Sanctifying Rite ritual). The door from the woods, but a successful Vigilant test can
could not stop the blight mist from seeping through instead reveal a feint light coming from the North
the cracks in the ground level floor, but its energies Tower window.
have at least prevented the undead in the basement To climb the palisade without being heard,
from reaching the surface. the characters must put their feet in the right
The basement was built as safe place for the places. Those who fail a [Vigilant +1] test cause a
People of Kavaler’s ruler and most prominent mem- minor landslide which attracts the attention of
bers, but was also used to store supplies – enough to the blight-born Lagorn. In that case the abomina-
keep the fort’s inhabitants fed during a long siege. tion moves closer, growling ravenously, but will
In addition to the door leading up to the barracks, not attack until it is certain there is something
there is a smaller one on the west wall, protected for it to hunt.
and preserved by the same magic. Behind it is a
tunnel leading to a hidden stone hatch in the floor Lagorn, abomination
on the ground level of the West Tower. Swordmaster Lagorn was loyal to House Starak
While both doors are protected against the throughout the Great War and later followed the
ravages of time, and bolted from the inside, they family across the Ravens. As the war had cost
can of course be broken down by force – chopped up him some mobility in his left leg, he was given
with an axe or equivalent, wedged open with robust a new post as young Dindra Starak’s personal
breaking tools, or battered open with a ram. The bodyguard. He loved her as if she was his own
Game Master decides what kind of success tests, daughter, and did not hesitate to join her as she
if any, are required. went off into Davokar, even though her father
had expressly forbidden it. Lagorn remained
5. West Tower unswervingly loyal, right up until the moment
What was once the western outpost of the fortress when the night swarmers descended on him with
appears to be standing strong, but those who enter their corrupting effect.
will see that the middle floors have collapsed and The abomination is still wearing Lagorn’s bear
filled the ground with rubble. skin cloak, along with parts of his leather armor,
A successful Vigilant test reveals that the pat- but other than that, the once tubby, cautiously
tern of rubble is a bit strange, tilted toward the smiling warrior is almost unrecognizable. His
center of the room as if there was a sinkhole. If the body is emaciated, with dark gray skin under-
player characters start digging, they will soon find neath a layer of coarse bristles; his forearms end in
centuries-old bone fragments, teeth and accesso- hooks of bone, while the legs have gained another
ries from what must have been a large number of segment, like those of a goat. The creature’s face
individuals – people who tried to reach the shielded has retained most of its human features, apart
basement but fell victim to the abominations. Here, from the irisless eyes, the abnormally marked
too, the player characters have a chance to find a cheekbones, and the hanging jaw that makes its
valuable item, according to the rules for treasure mouth as large as an open palm.
hunting (page 95).
It takes roughly half an hourglass for two people Manner Moaning hungrily
to uncover the hatch in the floor. It is half-open, but
Race Abomination (human)
the opening is blocked by large stones so that only
Resistance Strong
pebbles and mud can filter through. As a result, the
tunnel below is still fully passable. Traits Acidic Attack (II), Acidic Blood
(II), Natural Weapon (II), Regen-
Arrival eration (II), Robust (I)

If the player characters arrive in the area while it Accurate 10 (0), Cunning 7 (+3), Discreet 5 (+5),
is still light outside, they can glimpse the court- Persuasive 10 (0), Quick 13 (–3), Resolute 11 (–1),
Strong 15 (–5), Vigilant 9 (+1)
yard from the edge of the forest, two hundred
meters from the embankment. It is difficult to Abilities Berserker (master), Iron Fist
(master), Man-at-arms (novice)
discern any details from that distance, but a large
human figure is clearly moving around outside Boons/ Slow
the Central Tower. A successful Vigilant test also Burdens
reveals that the figure’s aimless jerky movements Weapons, Claws 13, and acid damage 4 for
do not seem normal. Strong 4 turns

75
Armor Leather 3, +4 for Robust and the essentials to their camp on the second floor In Davokar, the change
Berserker, regenerates 3 Tough- of the tower. from loyal companion
ness per turn
Dindra has always been arrogant and conde- to ravenous enemy
Defense +1 scending toward “common folk,” and that aspect can be both swift and…
Toughness 15 Pain Threshold 8 of her personality has been amplified by the palpable…
Equipment Belt bag with 2 doses of Herbal suppressed panic she is feeling – not least because
Cure, 2 thaler and 14 shillings; of the blight marks growing under her clothes;
four gold rings that have violet calluses which are starting to develop a scaly
melted together with the claws surface. She demands that the player characters
(value: 40 thaler if they can be take up employment as members of her expedition,
chipped off)
clear the area of all threats, and assist in gathering
Shadow Brindled darkness, like that of a anything of value. The best way of loosening her
bushy, black beard (thoroughly
tongue is to agree to her demands (honestly or not);
corrupt)
otherwise it takes a successful [Persuasive –3] test
Tactics: Like other abominations, Lagorn fights for her to answer any questions.
with little concern for strategy – he rushes
She can tell them the following:
headlong toward whatever prey he finds most
tempting and strikes with his claws.
◆◆ They arrived x number of days ago (the Game
Master decides) and chose the North Tower
as their base. She was accompanied by the
The Expedition Leader soldier Lagorn, the hunter Valmer and “a
Cooped up in the North Tower is Dindra Starak. goblin named… Something beginning with U.”
Exactly how long she has been there is for the Game ◆◆ There was no abomination at the time;
Master to decide, but in any case, she is running low they could neither see nor hear any evident
on supplies. Korinthia the mule broke away shortly threats. And so, after a night’s sleep, the other
after reaching the ruin, frightened by the area’s members of her expedition started investigat-
dark aura, but luckily they had already brought ing the ruin.

76
RUINS 2
◆◆ After a couple of hourglasses she suddenly Lin-Elil is weak with malnutrition and dehydra-
heard wild screams. It sounded as if both tion, but if the player characters help her reach the
Valmer and Lagorn were in violent agony. At roof of the North Tower, she can use the elevated
that point they had gone beyond the Central position to back them up with her bow. She can also
Tower, to the larger building that is still help them understand that the abomination is not
intact. only wearing Lagorn’s cloak: it is Lagorn, blight-
◆◆ Shortly thereafter, everything went silent born from something he encountered inside the
again. And then she saw it, the abomination, ruin. Finally, in her pack which Dindra has hidden
by the foot of the Central Tower, wearing away, she has two doses of Purple Sap (page 121 in
Lagorn’s bear skin cloak. the Advanced Player’s Guide), one dose of Wraith Dust
◆◆ She knows the goblin is also alive, sitting and a Ghost Candle (page 152 in the Core Rulebook).
on the top floor of the Central Tower. He If stats are needed for Lin-Elil, use Late Summer
waved to her. Perhaps he is injured, or just Elf (page 205 in the Core Rulebook).
too cowardly to leave his hideout with the
abomination still outside. Night Swarmers
What caused Lagorn’s blight-birth and made a
Dindra Starak will not leave the ruin under any wounded Uldo f lee up the Central Tower was
circumstances until it has been cleared of treasure, a swarm of night swarmers. This creature is
nor will she leave the tower until the abomination described in detail in the Symbaroum Monster
has been slain. Player characters who have come to Codex (page 82) and is a particularly unpleasant
“save” her will have to do as she asks, or possibly adversary, even for experienced adventurers.
knock her out or drag her away screaming (which The swarm (possibly swarms or murder cloud, if
would make Lagorn violently curious). the Game Master wishes to increase the difficulty)
was created by the blight mist and left behind as it
The Iron Pact Agent drifted on. Its numerous individuals are sleeping
In the room next to Dindra’s lies an Iron Pact scout in cracks and crannies and under the layer of
named Lin-Elil. She is one of twenty or so elves who debris that covers the floor, but will eagerly crawl
have accepted the task of regularly monitoring out whenever potential victims come walking
ruins that harbor corruption and are situated through the doorway. However, for the sake of
close enough to human settlements to attract the adventure, the player characters should get
taboo breakers. a chance to make some observations before the
She arrived at the Death Crater at dawn, just swarm wakes up:
as the expedition members were preparing to
investigate the ruin. With no time to send for ◆◆ Without a success test, what remains of
reinforcements, she called out to them and was Valmer can be discovered roughly five
allowed to approach. Her attempt to explain why meters into the hall. In addition to a curios-
the area must not be disturbed did not only fall on ity (see Table 7, page 96), a coin purse with
deaf ears – the human leader she spoke with gave 3 thaler and 8 shillings and a dose each of
her a fierce scolding, red-faced and hissing through moderate poison and antidote can be found
gritted teeth. Then she was hit in the back of the on the corpse.
head and everything went dark. ◆◆ There is a downward staircase, to the left,
From the moment she woke up – bound and just inside the doorway, ending at a gate that
gagged, with a bag over her head – her captor has seems remarkably well-preserved.
provided her with a minimal amount of food and ◆◆ Those who pass a Vigilant test can hear a
drink, but refused to answer when spoken to. gloomy murmur coming from the cracks in
Lin-Elil realizes that something has gone terribly the stone floor (the undead, still excited by
wrong, but there is not much she can do, other than the blood that came dripping down as the
talk some sense into the woman. swarmers feasted on Valmer).
When the player characters find the elf, Dindra ◆ Player characters with the Witchsight
will try to intimidate them into leaving her be, ability are immediately struck by the
claiming that the elf tried to assassinate them and suspicion that there is something in the
threatened that her warrior friends are just a whistle basement: the air in this place is trembling
away. Should the player characters defy the noble, with corrupt energies that (among other
she will be furious, call them traitors, and portray things) seem to be rising from cracks in the
herself as a prisoner among the “enemies of the realm.” ground level’s f loor.

77
Defeating the night swarmers in combat should Tower with oil-soaked wood, then open the door,
not be an easy feat; there is nothing wrong with the run to the tower, and set the wood on fire before
Lacking a player characters having to give up and run – the closing the stone hatch.
Monster Codex world of Symbaroum is a dangerous one, and violence An even more nerve-wracking option is to try to
If you and your gaming is rarely the only or the smartest way to tackle its appease them – after all, they are not abominations,
group have not yet challenges. They can come back when they know and though their dusty brains have lost most of their
purchased the Symba- what stands in their way, or seek out the secret senses, there are still a few glimmers of humanity
roum Monster Codex, passage from the West Tower. in there. People who let them out of the basement
the night swarmers can and welcome them with a substantial meal (a large
be replaced with some The Undead prey item, tied-up or half-dead) can prevent the
other swarming creature, The basement is crammed with undead – twenty dragouls from attacking. They cannot communicate
such as the Etterherd or so humans who were reanimated after their in any way, although the Matriarch might give the
or Violing from the Core death almost six hundred years ago. Among them characters a slight nod before she and what remains
Rulebook. If you have are the People of Kavaler’s former Matriarch of her people walk off into Davokar.
access to Karvosti – The Abaela, the war hero Ereld, and the master
Witch Hammer, it may symbolist Irma. Aftermath
well be a swarm of blight- Their clothes have long since disintegrated and How the player characters’ visit to the Death Crater
born hornets (page 67). all the basement’s furniture has been torn apart turns out, and what happens next, must be decided
Either way, the creature by the dragouls, frustrated from being trapped based on what has happened around your partic-
should be given the Cor- between two doors blessed with holy powers. But ular gaming table. Killing the dragouls leaves a
rupting Attack trait (level not everything is gone. The creature that was number of items for the taking; in addition to the
II or III). Abaela is still wearing the artifact known as the ones mentioned above, the players get 1d4+2 rolls
Banner of Kavaler in her dried-up shoulder bag; the on Table 7 to determine what the undead carried
head of Ereld’s weapon, called Ramara’s Fiend Axe, with them into the basement. On the other hand,
has been kicked into a corner; and Irma’s parch- if the Matriarch and her followers were allowed
ment-like skin is covered with tattoos which have to wander off into the woods, the only remaining
lost their power, but can still be studied and lead item is Ramara’s Fiend Axe.
to the rediscovery of the powers Mark of Torment Other important issues are how the player
and Battle Symbol. All of these are described in the characters chose to handle Lin-Elil and what
last chapter of this section. their relations are with Dindra Starak. The latter
As for the undead themselves, there are few is particularly relevant if the player characters
Stats for the undead
alternatives to violence; they are starving and came to the ruin on someone else’s orders – either
Their long stay in the infinitely frustrated after their long captivity. someone who wanted Dindra brought back safely or
basement has likely Perhaps they can be lured into some kind of trap? a patron who expects his or her share of the Death
robbed the undead of One example could be to fill the tunnel to the West Crater’s treasures.
their knowledge and

Dawn of the Black Sun


skills – if so, use the stats
of a Dragoul (page 230
in the Core Rulebook) One thousand years ago, at t he time of against the use of mystical powers, the people in
but without abilities Symbaroum’s demise, there were many who the Prince’s province were able to continue their
and some or all of their revered daemons and primal blight beasts as gods, religious practices until the elves finally arrived.
weapons. That way they and who themselves sought exaltation. One of the The development and performance of rituals was
will not be much of a unworldly creatures that tricked many people into led by High Priestess Cidrial-Ero Alea, a fanatic
threat in combat, but submission, hoping that the worshippers’ rituals who allowed herself to become undead, hoping it
rather a sad remnant of would grant him unrestricted access to their world, would free her from the shackles of corruption.
a once proud and able was the daemon prince Jeberaja. From his place But she never got to refine the ritual through
people. Game Masters in the Yonderworld he manipulated princes and which the body of Prince Regal-Ang would become
who would prefer a more whole congregations into exploring ceremonies Jeberaja’s gateway into the world; her last desperate
challenging fight are of that could potentially open a rift large enough for attempt, with the elven warriors no more than
course free to come up him to pass through. a day’s march from her temple, all but killed the
with their own stats for One of Jeberaja’s most devoted worshippers was Prince. Cidrial-Ero had the grotesque, unconscious
Abaela, Ereld, Irma and Prince Regal-Ang Fark – a warrior despot who had body carried into a chamber deep beneath the
their followers. won many wars of conquest for the Symbarian temple, concealed with mystical veils and sealed
Empire and therefore earned the trust of the central with powerful incantations. She shut herself in
authorities. Despite Emperor Symbar’s prohibition with him and swore not to return until she had

78
RUINS 2
completed the ceremony. But instead, she would wove an illusion over the chamber, concealing the
resurface earlier than that, thanks to the mystical abomination and making the room itself appear
The location
veils slowly losing their power, and the humans that as the hall of a great palace, full of gold and valu-
tunneled down to her chamber about a millennium ables. Through another illusion she regained the
of Alimaar
after she went into hiding. body, clothes and voice of her youth. So, when the The Game Master must
Another effect of the dwindling powers was that barbarian diggers finally broke through, they were decide which clan the
the consciousness of Regal-Ang Fark was able to dazzled by her splendor and immediately enticed barbarians of Alimaar
escape the hideout. The abomination’s body remains by her promises. originally came from,
down there, in perpetual slumber, but its spirit In that moment Malgar lost control of his dis- based on where he/she
moves freely throughout the temple – without the covery, and not long afterwards, when he appeared wants the scenario to
High Priestess knowing anything about it. It cannot before the High Priestess in the throne room of take place.
manifest physically, but may reveal itself in any the temple, he began to realize his grave mistake.
reflective surface, as a mirror image of the beholder. The extent of that mistake became clear when his
Its primary objective is of course to be freed from reflection suddenly took on a different expression
its prison, but also from its captor. For centuries he and voice, swearing that the High Priestess was evil
has listened to her cursing him, calling him a freak incarnate, that she must be maimed, crushed, slain.
and a failure, threatening to destroy his very being Though the mirror quickly resumed its smiling,
and leave the body as a portal for her daemonic god. amiable face, the theurg knew that he had not been
approached by an avatar of the sun, but manipu-
The Excavation lated by something far worse.
Three years ago, a group of Ambrian explorers came Malgar and his followers were too few to
to the overgrown temple of Jeberaja. The leader of challenge the cult which was established around
the holy expedition was a theurg named Malgar, Cidrial-Ero, but the realization that they had awo-
whose self-assumed task was to seek out ruins that ken an ancient evil compelled them to act. They
showed signs of Sun God worship, preferably older played along with the cult’s activities and pretended
than the one dug up by the templars east of Karvosti. to be tempted by the promises of wealth, power and
On the first night in the temple, Malgar heard a exaltation, but also requested another audience
whispering voice calling to him; he turned his head with the High Priestess – claiming they needed
and saw his own reflection in the silver cup next convincing. The day before the player characters’
to his bed – it beamed at him and spoke in some arrival at the scene, their wish was granted, and
ancient Symbarian dialect, bidding him welcome Malgar tried to atone for his mistake by killing
and asking why he had come. The blight-born the cult leader. He did not succeed. Instead it was
prince used the theurg’s answers to manipulate Malgar who died, while his eight followers had
him into believing that the ruin was a temple to to choose between pledging their lifelong fealty
the Sun God; a place blessed by the presence of the to Jeberaja or joining Malgar in the grave. Four
Lawgiver, where “a piece from the living bones of the of them chose death, the other four chose to bide
One lay buried.” their time in the hope of one day getting revenge.
Malgar decided to stay, to establish a congrega-
tion and a place of pilgrimage in the depths of the The Current Situation
forest, and – guided by his whispering reflection If the Game Master does not want to use the Temple
– unearth the holy relic. For the latter purpose he of Jeberaja as a more or less random encounter on
enlisted the people of Alimaar, an isolated barbar- the player characters’ travels through Davokar,
ian village founded by individuals who had been there are several ways to make it an interesting
cast out from their clans for violating taboos and destination in its own right. Perhaps a repre-
engaging with the darkness of Davokar. Subsidence sentative of the Sun Church is worried about
and landslides made the excavation grueling work, Malgar’s “unhealthy fascination” with the ruin
that was only finished roughly two weeks before he has found and wants someone to look into it?
the player characters’ arrival. Another idea is to adjust the timeline a bit and let
one of Malgar’s followers flee back to civilization
The Return of the High Priestess with the story of what happened. Last but not
Cidrial-Ero Alea was of course aware that people least, it could of course be an ordinary treasure
were tunneling their way towards the chamber, and hunt – the player characters or their client learn
that the mystical protection was no longer strong about an “untouched ruin” and where to find it,
enough to stop them. She spent several days pre- only discovering later that it is far from deserted
paring for her encounter with the intruders – she like they were expecting.

79
Whatever their reason for going there, the char- because they do not need to be – without weapons
acters will actually be well received by the cultists, and equipment they would not survive long in this
The Statue of Jeberaja
provided they approach them openly and without part of Davokar.
Player characters who weapons drawn. The cult needs slaves and potential
have visited the palace of sacrifices, so its members are happy to welcome 3. The Cultists’ Residences
Farah Moroun in Karvosti the “guests” and make them feel at ease. Once the We suggest that the cult has thirty members when
– The Witch Hammer will newcomers are relaxed enough to drop their guard, the player characters arrive, but that number can
recognize the statue that the trap is sprung, for example in the way described be adjusted depending on the competence and play
rises at the head of the under the Audience heading on page 83. style of the gaming group. The cultists are divided
prayer hall: a monstrous between three of the corner buildings on the upper
crouching figure, equipped Overview plateau, while the north-western one is used for
with half-formed bat The temple of Jeberaja is perched on a squared storage and cooking.
wings; a long, snake-like stone fundament, almost two hundred meters on Regardless of how many people occupy each
tongue slithering out of its each side, surrounded by a weathered, cracked building, they are always divided evenly between
gaping, fanged jaws; and wall. The wall has eight towers: most of them are the two open floors. The stairs that once connected
four extended arms, two of partially collapsed, but the old gate tower at the the floors have collapsed and been replaced with
them with massive pincers, center of each wall segment are standing steady sturdy ladders; if necessary, the residents can
the others with sharp with newly built gates. On the upper plateau of escape to the top floor, pull up the ladder, and place
claws the length of a man’s the fundament are eight buildings (described a wooden trapdoor over the opening.
forearm. below) along with the sanctum itself – a six-story
structure rising more than sixty meters over the 4. The Sanctum
mossy floor of the forest. The ground floor of the temple consists of a single
Trees are growing just outside the wall, in vast hall, almost forty meters on each side and
some cases even over it, which has made it easy with a two-story ceiling height, as the second floor
for predators and other threats to attack the tem- consists solely of a two-meter-deep balcony that
ple’s inhabitants. Now that the digging is over, the runs along the walls to the south, east and west.
cult members have begun to repair the cracks and The balcony can be reached from a steep sets of
cavities, with plans to also clear the trees closest to stairs immediately to the right and left inside the
the walls. But for now, as long as they watch out for main gate, but also via the stairwell past the door
the armed guard patrols, it should not be a problem at the center of the north wall, just behind the great
for the player characters to sneak inside. The same statue of Jeberaja. The stairwell continues up to the
goes for the group of Ironsworn who have monitored prayer alcoves and the ritual chambers on the third
the ruin for the past five days… floor, and finally to the High Priestess’ quarters on
floors four to six.
1. Gate Towers
The towers in all four directions have been fitted 5. Cidrial-Ero’s Quarters
with heavy doors of oak that can be bolted from The lowest level of the High Priestess’ quarters
the inside. Each gate is guarded at all times by is largely made up of open space, with a floor, a
four cultists – two in the doorway and two in the ceiling, and interior walls made of weathered, but
tower, the latter armed with bows and javelins. well-polished, black basalt. A man-high triptych, its
Bolted doors are almost impossible to open from center tile adorned with the silhouette of Jeberaja,
the outside, but from the inside it is of course quite is placed along the wall opposite the entrance.
simple, as long as someone finds another way past Also the triptych is made from black basalt, as is
the wall and removes the bolt. the throne-like seat where Cidrial-Ero sits when
receiving guests or summoning servants.
2. The Thrall House The stairwell leads to the High Priestess’ bed
Malgar’s former assistant, the liturg Genni, has chamber that, for (un)natural reasons, contains no
rapidly emerged as something of a leader among bed or other furnishings. There are two doorways
the inhabitants who are not members of the cult. leading into smaller rooms – the meditation alcove
In addition to the four Ambrians, there are eight where she spends most of her time, dreaming of
goblins and a handful of barbarians, all of them bringing Jeberaja to life, and a closet for clothes and
forbidden to bear arms and forced to perform most storage (now empty). When she is not meditating,
of the hard, dirty and otherwise unpleasant tasks preaching or holding meetings, Cidrial-Ero can be
the High Priestess demands from her devoted found in her private ceremony chamber at the top
flock. They are not shackled or forbidden to leave, of the sanctum.

80
RUINS 2

1
1

4
3
2
3
6
3

1 5

THE TEMPLE OF
6. Guest House 8. The Iron Pact
Should the player characters come in peace and The group of Ironsworn that has arrived in the area JEBERAJA
be invited to stay the night (see Peaceful Contact is composed of both humans and elves, all of them 1. Gate Towers
below), they will be given a place to sleep in the disillusioned with mankind’s ability to redeem 2. The Thrall House
south-east corner building on the second plateau. itself. Their leader is the autumn elf Aran-Elaral, 3. The Cultists’ Resi-
Its two floors are connected by a newly built ladder to whom humanity (with few exceptions) is the dences
and are completely empty, except for the debris equivalent of a disease rotting the flesh of Creation, 4. The Sanctum
that has blown in from outside. Where the player whose individual existence is only justified if the 5. Guest House
characters roll out their sleeping pelts is up to them, person helps combat the affliction and its spread. 6. The Excavation
although their hosts expressly state that the bottom The humans under his command share this view;
floor is at their disposal. they are ashamed of their race and fanatically N
devoted to doing everything they can to atone for
7. The Excavation the sins of their forefathers.
In the dilapidated north-east corner tower, there is The group should be quite small, comprised
the way down to the chamber where the grotesque of the leader and a handful of companions. The
creature that was Prince Regal-Ang Fark is resting, Game Master decides whether, and if so how, to 0 100 m
waiting to become Jeberaja’s vessel in this world. involve them in the scenario. They may be willing to
His hideout was placed there in the belief that cooperate with like-minded individuals, especially
any intruders would search for secret chambers in bringing an end to the grave violations against
beneath the Sanctum; this choice may actually nature. Perhaps they decide to contact the player
play into the player characters’ hands, should they characters? Perhaps one of the temple’s inhabitants
decide to seek out the sleeping abomination. has made observations which the characters can

81
look into, and thus make contact with Aran-Elaral? Stealthy Maneuvers
Or maybe they will serve as a complicating factor Depending on why the player characters have
by launching an attack just as the player characters come to the ruin, they may want to enter unno-
are getting ready to act? ticed. Mystical powers can be helpful in that
regard, but otherwise the usual rules for moving
Arrival undetected apply – that is, Discreet tests modified
Whatever their reason for approaching the temple by Vigilant, possibly with additional modifications
of Jeberaja, the player characters are bound to hear based on boons, equipment or strategic choices. If
noise coming from it before they can see it. The High the player characters are smart and lucky, they
Priestess calls mass by sounding a huge, ancient gong can actually go through a fissure in one of the
just before sunrise and after sunset. Screams of agony wall sections, sneak up to unoccupied buildings,
can also be heard through the forest, as disobedient and continue all the way to (and maybe even to
thralls are whipped for their transgressions. the top of) the Sanctum.
Reaching the walls undetected is quite easy and If the attempt is made during one of the daily
requires no success test. The characters can get a masses, all cultists will be gathered inside the
view of the courtyard by searching the wall for large temple, except the sixteen guards posted at the gate
cracks – again, without success tests – while those towers. Failure would then result in combat with
trying to peer over the wall must pass a [Discreet four cultists, who after 1d4+1 turns are reinforced by
–3] test to avoid detection. four of their brethren. If there is no ongoing mass,
The people inside show no obvious signs of reinforcements will arrive after two turns, and
belonging to a daemonic cult. They are clearly before long the enemies will be numerous enough
barbarians, dressed in functional clothes, and apart to surround the player characters.
from the lack of smiles they seem to be acting as If the player characters are knocked down or
one would expect. That they are keeping thralls captured, the cultists will try to keep them alive,
is nothing out of the ordinary, though the player albeit bound and confined in a dungeon beneath
characters may notice [Vigilant] that some of them the Thrall House. Their lives and vital fluids will
are distinctly Ambrian in feature and manner. be a welcome ingredient in future rituals.
The High Priestess never leaves the Sanctum,
but if the characters should somehow catch sight Prince Regal-Ang reaches out
of her, the Witchsight ability will reveal that she is With the death of Malgar, the abomination that
thoroughly corrupted. Furthermore, if they listen was once Prince Regal-Ang Fark lost his one and
to the sound coming from the temple during mass, only ally. He has tried to communicate with a few
a successful Vigilant test identifies the repeated cultists, but could not make himself understood.
use of the word “Jeberaja.” A character with the When one of them later told the High Priestess
Sorcery ability, or Loremaster at master level, about his “vision,” she warned her followers of
recognizes the word and its association with the the “unholy spirit trying to prevent the rebirth of its
Yonderworld; a successful Cunning test reveals that mortal foe, Jeberaja.”
it is the name of a Daemon Prince worshipped in He sees in the player characters a last chance to
the days of Symbaroum. avoid certain death. Thanks to Malgar, he speaks
Ambrian well enough to make his warning and
Peaceful Contact proposition clear. He reveals himself as soon as
It is possible to approach the temple area and be the characters are alone inside the temple area
well-received by the cultists; the player characters (regardless of whether they have been welcomed
can go straight to one of the gate towers, make their or snuck in), in the form of a whispering voice
presence known, and soon be welcomed inside coming from a reflecting surface, such as a pol-
by spear-wielding guards in reinforced leather ished copper vessel, a metal shield or, ideally, a
armor. One of the tower guards will then take care mirror. He has the following to say, and note that
of them, giving them a brief tour of the area and everyone watching the shiny surface sees their
introducing them to the locals, before showing own reflection:
them to the building where they are welcome to
spend the night. There they are also informed that ◆◆ You are in danger. Under threat. The folks are
meals are served on the top plateau, at dawn, noon blood cult, you are sacrifice.
and dusk. Otherwise the rules are simple: do not ◆◆ I, too, shall be sacrificed. Murdered.
disturb mass, and do not enter the Sanctum or any ◆◆ The cult is preparing, will awake the evil,
other building inside the wall! Jeberaja, the prince.

82
RUINS 2
◆◆ Must be stopped, by you and I. Maybe the Audience
slaves. If the player characters have been welcomed as
◆◆ Find me! Wake me! Beneath the tower of wall, guests, this is of course because the cultists are
north, east. in need of new blood, literally and figuratively.
◆◆ Some blood, pure blood, on my lips. Then back Cidrial-Ero Alea is far from impressed with
and hide – I am furious. Run. I stop the evil. her current subjects and would love to have a
◆◆ You understand? Sure? group of capable mystics and warriors join her
ranks. And if they refuse, their f lesh and blood
The spirit knows that he will not be able to can always be used to boost the power of her
control the hatred and hunger burning in his mystical ceremonies.
physical body; that he will attack any living On the characters’ first night at the tem-
creature he sets his eyes on. For that reason, ple, almost the entire cult (except those on
he wants to be perfectly sure that the player watch) will gather around the guest house with
characters understand his instructions: after torches and weapons at the ready. Unless one
applying a bit of pure blood (untainted by cor- of them is keeping watch, the characters will
ruption) to his lips, they are to retreat and stay get a rude awakening as they are jumped by
out of his way. cultists and have their hands tied behind their
Once the player characters have confirmed that backs. Should they be more careful, a dark
they understand, the mirror image blinks and the figure will appear in the doorway, telling them Prince Regal-Ang is in
reflection returns to normal. to wake up and come out without weapons or desperate need of help.

83
other equipment. One in four cultists have Abilities Dominate (master), Exception-
the stats of a Guard Warrior, while the rest ally Persuasive (adept), Exorcize
are equivalent to Village Warrior (page 216 in (master), Leader (adept), Ritu-
the Core Rulebook) but with one-handed spears alist (master: False Shape, False
instead of axes. Game Masters wishing to crank Terrain, Fortune-telling, Servant
Daemon, Summon Daemon),
up the difficulty may draw inspiration from the
Teleport (adept)
barbarian warrior Fundiber from Karvosti – The
Witch Hammer (page 112). Weapon, None

Assuming that they do not choose combat,
the characters are soon taken – hands tied – Armor Half damage according to
Undead III
in a torchlit procession to the Sanctum. The
cultists follow them through the hall, past Defense 0
the statue of Jeberaja, and up the stairs where Toughness 10 Pain Threshold –
they spread out along the walls after pushing Equipment Ceremony Tome (see text box)
the player characters to their knees before the
Shadow Glossy black like velvet (thor-
black throne. After a considerable wait they
oughly corrupt)
hear footsteps coming from the stairwell behind
Tactics: In combat, Cidrial-Ero first teleports
them, and into the hall strides a middle-aged
away from immediate danger, after which she
woman with f lowing blonde hair, dressed in a starts banishing enemies to the Yonderworld.
beautifully embroidered off-white dress, with She is protected by her servant daemon Bug, and
the posture of someone utterly convinced that should anyone get past him she can rely on her
she owns the world. dominating stare.
Sitting on the throne, she takes a good look
at them before she finally speaks. A Loremaster
(master) understands her ancient barbarian Waking the prince
dialect; if there is no such player character, Regardless of when or under what circum-
the liturg Genni will translate for them. Her stances the player characters decide to follow
message is simple: they must swear a blood oath up on the strange reflection’s offer, they will not
to be her and Jeberaja’s obedient servants, or be face much opposition along the way. A massive
considered enemies and treated as such. slab of stone has been placed over the opening
If they refuse, their hands remain tied and in the f loor of the north-east tower, but there
they are taken to a dungeon beneath the Thrall are no guards around.
House, where t hey are held until t he High The steep, spiral tunnel below runs ten or
Priestess requires a blood sacrifice. How they get so meters downwards, toward the south-west.
out of such a predicament is for the Game Master Eventually it levels out and continues straight
Bug to decide, but perhaps the thralls eventually ahead; with its gritty walls and supporting
Cidrial-Ero has recently muster enough courage to help them? structures the tunnel would resemble a mine
summoned a servant The player characters can buy some time shaft, were it not for the smooth marble f loor
daemon, after having by swearing the oath imposed on them. They half-hidden under a layer of dust and pebbles.
accidentally killed her will then be freed, though forbidden to carry Perhaps it was originally a massive cavern, later
former companion during weapons for a month, and assigned to different collapsed and now partially excavated?
the time in the cham- residences and work teams. But perhaps they The tunnel leads through an open archway
ber. She calls the new can still find a way to coordinate themselves, into a roughly ten by ten meter chamber. At first it
one Bug, and it is firmly for example to wake the slumbering abomina- seems furnished like a royal bed chamber, with a
ordered to keep to the tion. Another option is to involve the Ironsworn great canopy bed, three divans around a low table,
shadows, often hiding in some way or another. carpets on the f loor and patterned tapestries on
behind the triptych in the the walls. But something feels wrong…
Crown Room. Should the
Cidrial-Ero Alea Those who pass a Resolute test can see through
mistress be threatened, it the fading illusion and discern a cold, empty,
Race Undead (human)
reluctantly rushes to her inhospitable hall of stone, with no furniture
defense, with stats as de- Resistance Strong of any kind. Further in, resting against the far
scribed in the Advanced Traits Gravely Cold (II), Undead (III) wall, is a sleeping body that would otherwise
Player’s Guide (page 93). Accurate 7 (+3), Cunning 11 (–1), Discreet 10 (0), be concealed by the illusion: a huge, immensely
Persuasive 17 (–7), Quick 10 (0), Resolute 13 (–3), muscular, naked human body (see the descrip-
Strong 5 (+5), Vigilant 9 (+1) tion below).

84
RUINS 2
The player characters must dribble a few drops
of untainted blood onto the creature’s toad-like
lips, then quickly get out of its way, back to the The Ceremony Tome
surface. From the moment the blood touches
its lips, it takes two turns before the abomi- The mystically preserved ceremony tome of the High Priestess, with yel-
nation is ready to act – to rush to the surface, lowing pages bound in black leather, covers a handful of ceremonies. The
into the Sanctum, and do battle with the High Game Master decides which, but Insect Swarm and Mass Resurrection
Priestess. But if the player characters ignore or from Yndaros – the Darkest Star (page 72) may be two of them. Additional-
fail to understand the warning given to them, ly, it describes the latest version of her Ceremony of Exaltation, along with
the abomination will target them instead. They numerous margin notes, scratched out sentences and cryptic symbols.
would then have a tough fight ahead, and would The Game Master is trusted to construct this ceremony in accordance
also have lost a golden opportunity to get help in with what suits the gaming group, but at full effect the creature at the
the fight against the cultists. focus of it should turn into something similar to the blight-born form of
Prince Regal-Ang Fark (se page 85).
The Blight-Born Prince The tome is written in Symbarian and challenging to interpret. It takes
Hisses menacingly, flicking its serpent’s tongue Loremaster at the master level to try to follow the instructions on how
As a result of the failed ceremony that would grant to perform the ceremony, and even then the Officiant must pass three
the daemon prince Jeberaja entry to the world, Cunning tests during the procedure. Should one test fail, the ceremony will
Prince Regal-Ang Fark was deformed beyond rec- come to nothing.
ognition. His body grew to nearly three meters tall
and his muscle mass increased many times over, as
the skin thickened into jointed, grayish-beige flaps.
His cranium was reshaped as well. The eyes are
still human, but the jaw is reminiscent of a fanged Final Battle
reptile, with a long, cleft tongue. As usual when it comes to adventure landscapes,
The prince did not become a god, but a monster, it is difficult to predict how it is going to end; it
with all the hunger and blind lust for destruction depends entirely on what the player characters
that such a creature possesses. decide to do, or not do.
In this case, many gaming groups may choose
Race Abomination (human) to ignore the reflection’s offer and try to handle
the cultists themselves, possibly with the help of
Resistance Strong
thralls and Ironsworn. It may then be appropri-
Traits Armored (III), Natural Weapon (I), ate to have the player characters fight the High
Poison Spit (II), Poisonous (II),
Priestess and her two (or more) bodyguards
Regeneration (II), Robust (III),
Sturdy (II) (stats like a Guard Warrior, page 216 in the Core
Rulebook), while their allies take on the rest of the
Accurate 10 (0), Cunning 10 (0), Discreet 5 (+5),
Persuasive 7 (+3), Quick 11 (–1), Resolute 13 (–3),
cultists. Perhaps the Iron Pact will attack just as
Strong 15 (–5), Vigilant 9 (+1) the player characters are about to execute their
plan; perhaps they initially mistake them for
Abilities Berserker (master), Iron Fist
(master) members of the cult? That could make the first
two or three turns of combat really confusing,
Weapons, Bite 14, and poison 3 for 3 turns;
and interesting!
Strong/ Poison Spit 3 for 3 turns
Accurate On the other hand, if the player characters
decide to wake the abomination, it will most
Armor Scutes 4, +6 for Berserker and
Robust, and regenerates 3
likely have a hard time reaching its true target;
Toughness per turn on the top plateau he gets caught up in the fight
against the cultists, who after 1d4+2 turns are
Defense +3
joined by the High Priestess herself (standing on
Toughness 30 Pain Threshold 8
the platform outside the audience chamber). The
Equipment None player characters can help the abomination push
Shadow Yellowish black, like blackened through its enemies and hurl itself up the exterior
gold (thoroughly corrupt) wall of the Sanctum, but they will hardly be repaid
Tactics: Tries to poison as many targets as pos- for their troubles – abominations are what they
sible, starting with the melee opponents before are; they keep fighting until there are no more
spitting poison at the ranged ones. lives left to extinguish!

85
Expeditions
in Davokar
It has been said before, but bears repeating time and time
again: Davokar is a forest like no other. Traveling through an
ordinary forest can be dangerous, arduous, and fraught with
unpleasant surprises, but in Davokar the threats are greater,
the challenges tougher, and the surprises far more deadly.
And the further into the forest you go, the more dangerous Numerous are the
it becomes – while travelers near the edge of Davokar may expeditions that have

encounter a flock of mare cats, those venturing deeper into


ventured into Davokar.
Much fewer have
the woods will more likely face a horde of skullbiters or a returned...

famished arch troll.

This chapter covers aspects of any journey into gaming group want to use these guidelines when
the legendary Davokar, to various depths and for exploring other regions than Davokar, you will
different purposes. The aim is to answer three have to make some changes and probably adjust
key questions: Why travelers expose themselves certain details.
to the dangers of the forest, what sort of trouble It should be noted that the rules below can be
they might get into, and what treasures they seen as an extension of the mechanics described
can hope to find. in the product Treasure Hunts in Davokar, which
The material can be used to spice up the player is included in Adventure Pack 1. They are aimed at
characters’ journey in the adventure Mother really far-reaching expeditions, with the intent
of Darkness, but also to make other scenarios of making them more varied, interesting and (if
and campaigns more interesting. Should your so desired) random.

86
E X P E D I T I O N S I N DAVO K A R 3

Missions
To those who have already made plenty of money ancient Symbarian ruins is certainly exciting,
and who live in a world where everything seems to but after a dozen treasure hunts even the most
have been explored and mapped, it may seem like adventurous player would probably be yearning
madness to willingly expose oneself to the dangers for something else.
of Davokar. But the people of Ambria see the forest in
a very different light. For some the expeditions into Treasure Hunt
the forest are a last desperate alternative to starva- The first and most obvious reason to head out into
tion and misery, for others a deliberate gamble with the murky woods is to look for ruins from the time of
potential gains matching the extreme risk. Still others Symbaroum, in the hope that they will be brimming
are driven by ambition, curiosity or the pursuit of with riches. Information about promising treasure
power and glory – urges that can partly be satisfied grounds can be obtained in many ways – in settle-
in other ways, but not as quickly and effectively. ments near the edge of the forest, goblin villages,
Davokar is arguably one of the Symbaroum game’s barbarian camp sites, or by studying legends and
main characters, meant to be the setting for many other remnants of ancient times.
of the adventures taking place around the gaming Treasure hunts usually begin in civilized areas,
table. Hence, it must offer a certain degree of vari- where the player characters come across infor-
ation, aside from the character progression that mation about a ruin or are offered the chance to
comes from accumulating experience and pressing join someone else’s expedition. The journey can
deeper and deeper into the darkness. Looking for be more or less challenging depending on how

87
far into the forest the characters are going, and Missionary work
whether any intrigues/conflicts arise between the Followers of both the Lawgiver and the Lifegiver
expedition members – treacherous companions are see it as their duty to spread the knowledge of, and
a problem that should never be underestimated! the love for, Prios among pagans and heretics. The
As for the ruin and its treasures, they can either target could be a goblin tribe, a barbarian campsite,
be generated randomly or designed beforehand; or why not a free settlement that has come up with
either way, in the long run, it will probably be more their own version of Prios worship.
interesting to vary the amount of treasure, so that A player character may feel compelled to serve
the player character will sometimes hit the jackpot the Sun God due to personal convictions or pressure
and sometimes return with nothing after wasting from his/her superiors, but it is probably more
a great deal of resources. likely that a certain congregation or an individual
The challenges facing the player characters should priest is in need of an armed escort who knows the
reflect that they are not alone in the game world. Sure, forest. Whatever the case, the group in question
confrontations with monsters and dragouls can make could be receptive to the message, or outright hostile
for thrilling encounters, but do not forget to include to “outsiders.” Perhaps they feign interest in order
other types of encounters as well: another treasure to disarm and enslave the missionaries, or worse.
hunting expedition may already be on the scene; the Or they may demand that the player characters
ruin may be home to a peaceful goblin tribe or be prove “Prios’ greatness” by passing some brutal
watched by the Iron Pact; or perhaps it turns out to be test or defeating some fearsome creature that has
inhabited by a handful of stray ogres trying to build long plagued the group.
a decent life for themselves. Most challenges during missionary tours will
probably be social in nature – conflicts between
Exploration missionaries and locals, between various groups
Every so often, organizations like the Royal on site, and between the locals and their wider
Sekretorium and Ordo Magica will arrange expe- community (such as a clan or tribe).
ditions into Davokar. The purpose for this can be to
learn more about some historical event, identify or Manhunt
gather medicinal herbs, find manuscripts describ- Another common type of mission in Davokar is
ing forgotten rituals, or seek out “proof” that House to find and bring back missing individuals or
Kohinoor or some other noble house has a historical groups. The previous headings can be used as a
claim to a certain territory. starting point to determine who has gone missing,
Player characters who are members of a faction and why. These could also be humans wishing
or organization can of course go exploring on their to join the Iron Pact or some who willingly have
own initiative, perhaps after finding clues in an moved away from Ambria, attracted to the idea
archive or talking to some of Davokar’s inhabitants. of becoming a free settler, hermit, or member of
But since nobles and scholars tend to abhor physical some barbarian clan.
labor, the player characters are just as likely to In this case, suitable quest givers include family
be hired to do someone else’s grunt work. Again, members, employers and friends. But one must be
the player characters should sometimes return careful; the missing person does not always want
empty-handed (to an aggravated employer) or to be found, possibly avoiding or hiding from the
sometimes with whatever they were supposed to player character’s contact. In more complicated
retrieve. Maybe they will find some other even more cases, the person/people in question might no lon-
important piece of information, which raises the ger be where they should be; they might have been
question of how much they should withhold from abducted or willingly followed new information to
the person financing the expedition (which could somewhere completely different. This is another
lead to complications if he or she has a mole among type of mission where the player characters should
the player characters’ companions)? sometimes return empty-handed, due to the person
A group of explorers will probably face the same being dead or simply impossible to find.
kind of challenging encounters as treasure hunters. In addition to the challenges that character-
But in this case a ruin’s inhabitants can also be used ize treasure hunting, exploring and missionary
as sources of information. A cryptwalker might missions, manhunts can require a high degree
provide deeper knowledge about the significance of problem solving. The characters could have to
of a painting, while a goblin tribe can tell the char- track the individual across great distances, sneak
acters about a previous expedition who recently into hostile settlements, and use their powers and
discovered a cache of rune-marked copper tablets. rituals in clever ways.

88
E X P E D I T I O N S I N DAVO K A R 3

Movement in Davokar
When moving through Davokar, use the table settlements, and maybe even venture a nerve-racking
Way of Travel & Time on page 184 in the Core meeting with elves or trolls. Yet another option is
Rulebook, with Wild Davokar being equivalent to to raid the stores of another expedition, if they are
Bright Davokar. We also suggest that traveling up or fortunate enough to find one.
down a river counts as one tier lower, so that a trip But even so, they can find themselves on the
along the river Eanor in Bright or Wild Davokar is brink of starvation. In that case there are rules for
equivalent to a journey across the plains of Ambria. Starvation and hardships in the rule’s section on
Other things affecting the characters’ travels are page 102 of this book.
their access to a competent guide and the acquisition
and storage of supplies. Below we present a set of Encumbrance
guidelines for just that, including a list of Misfortunes Another factor that can make traveling through the
that travelers might face if they or their guide botch forest a more vivid experience is the guidelines for
things. Some gaming groups may find these rules Encumbrance on page 100 in the Advanced Player’s
unnecessarily detailed, in which case the solution is Guide. To avoid making this more complicated than
the same as always: use whatever seems interesting it needs to be, we suggest the following rules for
and ignore the rest. woodland travelers:

Supplies ◆◆ One waybread is enough to feed one person


These guidelines assume that the player characters for seven days, and counts as one (1) item
can find fresh/untainted water every day. Food, against the encumbrance limit.
however, must be brought along, preferably enough ◆◆ Other provisions are enough for one day per
so that they will not have to spend time and energy ration, and count as half an item against the
hunting or picking berries and mushrooms. This encumbrance limit.
raises the question of how much in the way of gear ◆◆ Capable carriers (goblin or human) cost 1
and supplies the characters can carry, on their own shilling per day and can carry up to 40 units,
or with the help of carriers and pack animals. unless they are expected to contribute in
other ways (Strong 13 and the Pack-mule boon).
Provisions Note that these will need their share of the
Regarding provisions, the gaming group has an food supply.
important choice to make: do you want the food ◆◆ Four-legged pack animals (horse, donkey,
situation to be a challenge, or ignore all that and mule) can carry twice as much, i.e. 80 units
settle for the dangers that await in the forest and each. The cost of such animals is specified
at your destination? In the latter case, the player in the Core Rulebook (page 154–155), and they
characters can simply purchase enough food to get have the advantage of being able to survive
Player character
them there and back again, in the form of waybread exclusively by grazing.
and/or edibles that have been smoked, dried, salted as a Guide
or conserved in some other way – then they just The expedition’s encumbrance limit will of course It is of course possible
have to keep track of how many days go by and also be important on the journey home, when the for a player character
adjust their food supply accordingly. player characters will want to bring their finds to act as the group’s
But for the players and their characters to get a back to civilization. wilderness guide, as
feel for what traveling in Davokar is really like, we long as that person has
recommend the Game Master employ starvation as Wilderness Guide Bushcraft (ideally at the
a very real threat, in which case purchasing, storing Venturing into uncharted wilderness is always required level) and is
and transporting provisions becomes much more risky business. Book learning and a high Vigilant fairly Vigilant. The term
important. The characters should also find them- value is not enough to secure provisions and avoid guide simply refers to
selves a capable guide that can help them prevent danger; no, it takes special knowledge about the the person leading the
Misfortunes, such as bolting pack animals, reluctant specific environment. This is why many treasure party on their journey,
carriers and moldy/contaminated provisions. hunting parties and expeditions always have a whether he or she is an
If the characters are running out of food, the skilled guide or two with them. Also, this explains independent contractor
guide can help replenish their stock, and if that is why the rules of the trait/boon Bushcraft have been or a full member of the
not enough there are of course other options as well. changed and expanded (see page 102). party.
The player characters could seek out and negotiate The guide has two main functions: replenishing
with local barbarian villages, goblin tribes, or free the food/water supply according to the rules for

89
Bushcraft, and helping the expedition avoid the 1. The Camp Site
worst hazards of the journey. In order to be truly The characters find an abandoned camp site. Is it
Unreliable guides useful, the guide must know Bushcraft at whatever truly abandoned? Is there any valuable equipment
Not all guides can be level the local environment requires; in Davokar’s left behind, or something dangerous?
trusted. If the Game case: level I for Bright, level II for Wild, and level
Master so desires, one III for Dark territories. 2. The Corpse
of the player characters The cost of the guide is determined by its Vigilant The characters come across the remains of a dead
must pass a Persuasive value and its level of Bushcraft. The base cost is one fortune-hunter who was not prepared for the
test after each random thaler per week, but for every point of Vigilant challenges of Davokar. What killed her? Do the
enemy encounter on past 11 and every level of Bushcraft past I, the cost characters recognize the deceased?
the journey, in order for increases by one thaler. For example, hiring a guide
the guide to stay with with Vigilant 13 that can be useful in Wild Davokar 3. A Distant Howl
the expedition. Further- (Bushcraft II) costs 4 thaler a week. An inhuman howl is heard way out in the woods;
more, if the outcome soon thereafter it is heard again, closer this time.
is 20, it turns out that Orientation How do the members of the expedition react?
the guide belongs to a Each day of travel through a wilderness area, the
group of robbers who guide must roll an Orientation test against Vigilant 4. A Bad Omen
come to take the player with the Bushcraft trait/boon. If successful, this The characters encounter signs indicating a clear
characters’ money and confers an advantage when rolling on some of the and present danger. What kind of signs – foot-
treasure. They outnum- tables described in the next section. prints, cadavers, mucus, blood? And how fresh
ber the player characters If the test fails, the party gains no advantages are they?
by 1 and have the stats of and suffers a more or less terrible Misfortune.
a Robber/Robber Chief Below is a list of incidents with the potential to 5. Sudden silence
(see page 211 in the Core cause trouble for the travelers, or at least treat Suddenly the forest holds its breath and a dense
Rulebook). them to unwanted surprises. The Game Master silence falls over the expedition. Why?
can ask one of the players to roll 1d20, modified
by +5 if the expedition is in Wild Davokar or +10 if 6. Stuck
they have reached the Dark, and then look up the One of the expedition’s carts or part of their
Misfortune with the number corresponding to the equipment gets stuck, in mud, in a crack or under
dice outcome. The incidents are described in short, a falling giant tree. It takes two people, each of
but often with questions which the Game Master them rolling a test against Strong, to remedy the
can build on, possibly together with the players. situation. If one of the tests fails, the company
Furthermore, when it comes to avoiding will travel ten kilometers shorter this day; if
Misfortunes, the person guiding the group can both tests fail, it takes a whole day before they
make success tests even in regions that require a can continue forth.
higher level of the trait/boon than he or she pos-
sesses. It takes at least Bushcraft (I) to be allowed an 7. Shadowed
attempt, and the test is made with a –3 modification The expedition is being followed, which can be
if the environment requires one level higher, or noticed with a test against Vigilant. Who is spying
–5 if the guide has level I and the environment on them, and with what intent?
requires level III. If such a test succeeds, the group
suffers no Misfortune, but also does not gain any 8. Thorns
of the normal advantages for making a successful The expedition stops at the edge of a vast field of
Orientation test. dense thorn bushes. They can go around, thereby
cutting the day’s traveling distance in half. If they
try to force their way through, all members must
roll two tests against Discreet – each failure deals
1d4 damage (ignoring Armor).
Effect of Boons
9. The Patrol
The boons Cartographer and Pathfinder would probably be useful in rela- A unit from the Queen’s Rangers orders the expe-
tion to the Orientation test. Pathfinder then grants the guide two chances dition to halt. They rummage through packs and
to succeed, while Cartographer can add a bonus of up to +3 to the roll. other bags and demand to see the group’s Explorer’s
License. Are they really rangers of the Queen? If
yes, are they corrupt?

90
E X P E D I T I O N S I N DAVO K A R 3
10. Mosquito swarm sleeping or traveling, or the provisions are attacked
During the day’s walk, the characters are harassed by aggressive microbes which cause part of the
by a swarm of mosquitos. What they don’t know is stock to rot. The expedition loses 1d20 rations.
that the insects are exposing them to a disease. See
rules on Disease in Symbaroum (page 169 in the 17. Wildfire
Monster Codex) and roll 1d6 – 1–3 Weak Disease; 4–5 Without warning, a wildfire spreads toward the
Moderate Disease; 6 Strong Disease. expedition at an alarming rate. Each person must
pass two Quick tests to reach a safe location. Anyone
11. Downpour who fails one or more tests takes 1d4 damage for
A strange, icy rain hammers down on the forest 1d4 turns (ignoring Armor) before getting to safety;
and the expedition is soaked. The characters can note that they cannot stop and try to extinguish
choose to test Strong or Resolute; a failure means the flames before then. What happens to the pack
that the person catches a chill and suffers –3 to all animals and/or the contracted carriers?
success tests until he or she gets warm by sitting
close to a fire. 18. From Bad to Worse
Roll two times on this table and use both outcomes.
12. Lost
The characters have to admit that they have 19. Discord in the Ranks
lost their bearings. As usual, the guide rolls one The strenuous journey is starting to get on peoples’
Orientation test per day, but with a –5 modification. nerves. Two non-player characters in the expedition
If failed, the group wanders in circles and makes start fighting violently. What has happened? Is one
no progress at all; if successful, they progress at of them infected by something?
normal speed. It takes three successful tests with
a –5 modification before they escape the bewil- 20. Tabooed Grounds
dering area and hence are free from the negative The ground that the characters are traversing is
modification. What makes the terrain so difficult considered taboo for strangers by the local popu-
to navigate? lation – the trespassers must die! Who lives in the
area? Why the taboo?
13. Sick Animals
The animals of the expedition seem exhausted and 21. Corrupted Soil
throw up all they eat. A character with Beast Lore The environment suddenly feels twisted and sick;
can help them by successfully rolling a Cunning soon it can be seen, on the dark veins and black
test – one test per day and animal. If the company leaves of the vegetation. The area is blight-stricken;
travels with one or more sick animals, they only the characters can turn back and choose another
move a quarter of the normal distance. Maybe they way (loses one day), or they can proceed and roll a
have to leave some animals behind? Strong test each – a failure means they suffer 1d6
points of temporary corruption that do not leave the
14. Marshland body until they have left the corrupted area behind.
Suddenly, the characters reach a vast marshland
which will take half a day to circumvent. If they 22. Hangman’s Hill
choose to proceed, the guide must roll a Vigilant Without warning you see them hanging there,
test; if failed, a random expedition member starts in nooses from the lower branches, gutted and
to sink and one of the others must pass two Strong mutilated: the members of a large expedition. The
tests to save him or her. If three tests fail before two characters’ companions must be persuaded not to
successes are rolled, the unlucky one disappears turn around and leave. Who has done this, and why?
into the muck.
23. Sabotage
15. Ambush During the night, a lone saboteur tries to access the
Hostiles in the area are planning to ambush the expedition’s members, provisions and/or animals.
characters, which may be noted with a [Vigilant –5] Who is the saboteur? What is the target? Can the
test. Who is the enemy and what is its goal? characters thwart the attempt?

16. Spoiling Food 24. The Ironsworn’s Ultimatum


The characters discover that something has They appear as if from out of the very air, along the
consumed some of their supplies while they were path where the characters are walking – an Iron

91
27. The Eternal Contagion
Everything in the area is dead or twisted beyond
recognition. This place is horribly corrupt; even if
The Importance of Preparation the characters decide to turn back and go around
(losing one day), they must pass a Strong test or
Sound preparation should also have a positive impact on what events suffer one point of permanent corruption. If pro-
the player characters encounter on their travels. For example, choosing ceeding and failing the Strong test, they suffer 1d4
routes in consultation with experts can add positive modifications to points of permanent corruption; should the test
relevant tests. Perhaps a certain artifact or piece of equipment can have succeed, they are instead plagued by 1d6 temporary
the same effect? corruption that lingers all day. In both cases, all
The guidelines on page 119–123 in Mother of Darkness can serve as an provisions are automatically infected – each ration
example in this context, but the Game Master is urged to let the players consumed deals one point of temporary corruption
and their characters be creative and give them an advantage if they can that does not go away until the afflicted has eaten
explain why a particular type of preparation or a certain purchase should pure food for a week.
benefit them.
28. Disappearance
An expedition member (character, companion
or animal with supplies) suddenly disappears, as
if evaporated into nothing. Was it transferred to
Pact warband, arrows pointing at the travelers. another place, time or world? Who or what caused
The leader of the elves gives an ultimatum: turn the disappearance, and why?
around and take a long detour (two days) or face
the Ironsworn’s wrath. Why? Can an agreement be 29. Heart of Darkness
reached, such as being blindfolded and escorted A member of the expedition encounters something
through the area? that makes him or her crazy (bug bite, spores, foul
air or similar). Select a non-player or player char-
25. Lair of Evil acter at random, who then must roll a Resolute test:
Something in this region attracts aggressive mon- the character suffers 1d4 permanent corruption if
sters and adversaries – roll an extra time on Table the test is successful, or 1d10 if it fails. Irrespective
4: Enemies in Davokar (page 94). What is attracting of which, the victim will attack the closest person
these creatures to the area? with the intent of killing him or her – a state that
remains for the duration of the scene.
26. Delirium
The characters start hearing and seeing what 30. The Eye of the Forest
isn’t there; horrifying figures connected to their All who travel the area feel as if they are being watched
own history. If a character openly questions by the forest itself, as if it is assessing them, searching
what he or she sees and hears, they can roll a for weaknesses. Suddenly the feeling gowns many
[Resolute –3] test; success means that the hal- times stronger, threatening, like the whole world
lucinations subside. The Game Master decides is out to get them. All who fail a [Resolute –5] test are
how much time passes before the group can struck by panic and start fleeing in different direc-
resume the journey. Is the delirium caused by tions. The panic persists for 1d4 hours, and during
something they have eaten, or by something in that time the expedition members become scattered,
the air or water? alone in the depths of Davokar…

Events
Traveling through a wild and unexplored envi- Each day the player characters spend in Davokar,
ronment offers opportunities as well as risks. This four things can happen: they can come across a ruin,
section contains rules for randomly determining an encounter, a group of enemies, and/or special ter-
what the player characters encounter or experience rain. Since the forest of Davokar is so vast and diverse
on their expeditions. The Game Master may of course in its environment, a separate roll is made for each of
pick and choose among the lists and tables below, these four, with the following general modifications:
without rolling dice, if that corresponds to your
preferred style of play, possibly after talking this ◆◆ In Wild Davokar, add +2 to rolls on tables 2 to 5
through with your players. ◆◆ In Dark Davokar, add +5 to rolls on tables 2 to 5

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E X P E D I T I O N S I N DAVO K A R 3
◆◆ When traveling along waterways, add +2 to Table 2: Ruins in Davokar
any roll on Table 4 1d20 Ruin Maximum Finding ruins
+Mod. number of
We suggest that these four rolls are made before finds with Cunning
the gaming session begins, so the Game Master 1–7 None –
A person who is looking
will have time to consider what the outcomes for a specific ruin and
8–10 Completely crum- –
entail and turn them into an interesting scene has the Loremaster
bled or already
with suitable challenges. ransacked ability can research the
If the outcome of the rolls means that the player place in an archive before
11–12 Small, badly 1D4+2
characters encounter a medium-sized, badly dam- damaged
heading out. The process
aged ruin and pc number of Weak enemies with an takes one week and
13–14 Small, dilapidated 1D6+2
Ordinary leader, the ruin in question would likely costs 10+1D6 thaler in
be a den of robbers or the home of an aggressive 15–16 Small, well- 1D8+2 various fees and bribes.
goblin tribe. preserved Once the group has
Should it also turn out that there is a local 17–18 Medium, badly 2D6+2 arrived in the area where
settlement in the area (see Table 3), it may be damaged the ruin should be, the
inhabited by other goblins or human settlers 19 Medium, 2D8+2 player character makes a
who are either in conf lict with the occupants dilapidated Cunning test to actually
of the ruin or working together with them in 20 Medium, well- 2D10+2 find it; if the test fails,
some way. preserved a new attempt can be
Table 1 can be used or consulted when the 21 Grand, badly 3D8+2 made the following day.
outcome indicates that the player characters damaged Note that the excavation
face both an encounter and a group of enemies, 22 Grand, 3D10+2 is carried out as usual.
to determine the relations between the two dilapidated
parties. Otherwise, feel free to let your imag- 23+ Grand, well- 3D12+2
ination run wild! preserved

Table 1: Relations
1d6 Relations Simply discovering a ruin rich with treasure is no
guarantee of wealth and fame – the items in question
1 The groups are bitter enemies
must first be found or dug up! Everyone contributing
2 The groups are unaware of each other to the excavation makes a Vigilant test every day.
3 The groups know of each other, but do Successful diggers may roll on Table 6: Type of Item
not interact on page 95 to see what kind of treasure they have
4 One group is controlled/ruled by the found, after which they are referred to another
other table to determine exactly what it is.
5 The groups collaborate a little, but rela- The excavation may continue until the ruin’s
tions are strained maximum number of finds have been salvaged – a
6 The groups collaborate a great deal, roll that can be made in secret by the Game Master
relations are good

Ruin
For each day of travel, the expedition leader makes Active Search
a roll on Table 2: Ruins in Davokar. A successful As an optional rule, the Game Master can de-
Orientation test grants a bonus of +2, in addition cide that the characters’ chance of encoun-
to any other modifications. tering a ruin is affected by whether or not
The table determines whether the party finds they are actively searching for one – if so,
a ruin and, if so, what type of ruin it is – in turn active search requires that they do not move
determining the maximum number of finds at faster than normal speed. Groups that opt
that location. not to actively search gain no bonus from
It is up to the Game Master to decide on the passed Orientation tests and also suffer a –5
physical characteristics of the ruin, possibly modification when rolling on Table 2.
with help from the guidelines on page 54–57 in
Karvosti – The Witch Hammer.

93
or left to the players. But staying in the same place without combat. These may be predators, bel-
for several days is not without risks, as shown under ligerent cultural beings, ravenous abominations
Legendary Resistance the Enemies heading below. or life-hating undead. Table 4 only specifies the
Table 4 uses the levels of enemy’s resistance level, which leaves it to the
resistance presented in Encounters Game Master to decide exactly what is attacking
the Core Rulebook, but Although unusual, it is not impossible to come the player characters or standing in their way.
also something called across groups of potentially peaceful travelers in Each day a roll is made on Table 4, modified by
Legendary resistance. Davokar. Obviously, the likelihood of that hap- what part of the forest they are in. A successful
You can read more about pening decreases the further into the forest you Orientation test adds a –1 modifier to the roll, or –2
this in the Symbaroum get, particularly when it comes to encounters with if the test succeeds with a difference of 5 or more.
Monster Codex, but it humans from Ambria or the barbarian clans.
basically refers to unique Once a day a roll is made on Table 3, modified Table 4: Enemies in Davokar
monstrosities that are by what part of the forest the characters are in. If
1d20+ Encounter Example
particularly difficult the outcome indicates that an encounter will take Mod.
to defeat. Legendary place, and the guide of the expedition passed the
1–8 None
creatures are always Orientation test, the player character (or guide)
named individuals; there with the highest Vigilant value can make a test 9–10 PC number of Fortune Hunters,
are no known examples modified by the value specified in the Modification Weak Jakaars, Frost
Lights
of entire races whose For Detection column. If successful, the player char-
every member can offer acters notice the other group before being detected 11–12 PC number Robber chief +
of Weak, with Robbers
such overwhelming themselves, and may choose whether to hide, lay an
Ordinary
opposition. ambush, or do something else; if the test fails (or if leader
the Orientation test failed) the Game Master gets
13–14 PC number of Village Warriors,
to decide the strategy of the other group.
Ordinary Kotkas, Blight-born
The details regarding the encounter are decided Humans
by the Game Master, on the basis that the player
15–16 PC number of Necromage +
characters and the group they face are equally keen Ordinary, with Dragouls
to avoid bloodshed. Perhaps they can exchange Challenging
information, help each other with healing and/or leader
supplies, or join forces to defeat a mutual enemy 17–18 PC number of Rage Trolls, Ferbers,
in the area? Challenging Killer Shrubs
19–20 PC number of Lindworm + Aboars
Table 3: Encounters in Davokar Challenging,
with Strong
1d20 Encounter Number Modification leader
+Mod. for detection 21–22 PC number of Hunger Wolves, Co-
1 Hunting party 1D6+2 ±0 Strong lossi, Stone Boars

2 Missionaries PC+1D6 +3 23 PC number of Skullbiter Queen +


Strong, with Skullbiter Crushers
3 Treasure hunters PC+1D6 +1
Mighty leader
24 PC number Ravenous Willow
4 Local settlement 1D20+20 +5 of Mighty old crushers, Pri-
5 Rangers PC+2 ±0 enemies, or mal Blight Beasts,
PC×2 Strong Liege Trolls
6 Large expedition PC+1D6 +3
25 PC number The World Serpent
7 Nomadic goblins 1D20+20 –1
of Mighty + World Serpent
8 Diplomatic elves, Civilized PC+1D10 –5 enemies, with wallowers
trolls or Peaceful bestiaals Legendary
leader
9+ None – –

Enemies If the player characters choose to stay in the same


In this case, the term “enemies” refers to crea- place for more than one day, for example to gather
tures whose default position is aggression, whom supplies or excavate a ruin, they risk attracting
the player characters cannot easily get past unwanted attention. In that case the most Discreet

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E X P E D I T I O N S I N DAVO K A R 3
member of the party can try to make sure that every- Table 5: Terrain in Davokar
one is as quiet as possible, by rolling a daily Discreet 1d20 Terrain Effect
test from their second day forward. A failure means Mod.
a roll is made on Table 4 to determine what type of
1–10 Nothing special
unexpected guests show up, without help from a
successful Orientation test – staying in the same 11–12 Easily traversable The party covers 10 km more
place for too long can be very dangerous indeed… 13–14 Swamp/marsh The party covers 5 km less
15–16 Sinkhole Everyone tests Vigilant. Failure causes 1D8
Terrain falling damage
Davokar may seem fairly predictable on a map, 17–18 Poisonous spores Everyone tests Strong. Failure causes 3
with clear lines drawn between its bright, wild damage for 3 turns
and dark regions. But the forest is legendary for
19–20 Vengeful terrain PC number of creatures, suiting the location
its treacherous nature, which anyone traveling
21 Slightly corrupted One roll on Table 2 in the Symbaroum Monster
under its foliage will quickly become aware of.
nature Codex (page 25)
Once a day, a roll is made on Table 5, modified
by what part of the forest they are in. A successful 22 Corrupted nature Three rolls on Table 2 in the Symbaroum
Monster Codex (page 25)
Orientation test adds a –1 modifier to the roll,
or –2 if the test succeeded with a difference of 23+ Severely corrupted Five rolls on Table 2 in the Symbaroum
nature Monster Codex (page 25)
5 or more.

The Treasure of the Ruins


People claiming that valuable remnants from Each person vigilant enough to find something
past inhabitants of Davokar are simply lying around starts by rolling on Table 6 to determine what type of
under the foliage, waiting to be found by ardent item has been found. The outcome then points to one
fortune hunters, have probably never set foot in of three other tables, unless the find turns out to be
the forest. No, it takes a great deal of effort and no debris. The Debris category covers items like cracked
small amount of luck to become the next Iasogoi vases, damaged figurines and broken tools, which can
Brigo or Elmea Rabbit’s Foot! be sold for 1d10 silver thaler on the markets of Ambria.
The finds listed in the three tables below –
Curiosities, Mystical Treasures and Artifacts – are
Table 6: Type of item
things that can be found in the forest’s more or
less well-preserved ruins. Guidelines on how to Bright Wild Dark Category
handle the search and how many treasures can 1–5 1–4 1–2 Debris
be found in a specific location are found under 6–15 5–13 3–11 Curiosity, Table 7
the Ruin heading (page 93), while this is where
16–19 14–18 12–18 Mystical treasure, Table 8
you determine exactly what items the characters
have uncovered. 20 19–20 19–20 Artifact, Table 9

The Value of the Finds


The value of a find depends on several factors: what condition it is in, what the material is worth and
how many potential buyers there are. A curiosity is worth 10+1D10 thaler. A Mystical treasure is worth
100+1D100 thaler. Artifacts are rarely traded in thaler, but if one finds a buyer the item can be sold for
1000+1D1000 thaler.
Rolling 1D100 simply means that you roll 1D10 twice. The first roll determines the tens digit, and
the second determines the ones digit. For example, if you roll a 3 followed by a 4, the outcome is 34. In
order to roll 1D1000 you just add 1D10 for the thousands digit. The outcomes 00 and 000 equals 100
and 1000 respectively.

95
Table 7: Curiosities
1d100 Item
1–2 Leather pouch containing stone marbles, fourteen shiny black ones and eight off-white, to play
with or use as sling stones
3–4 Richly ornamented lyre of silver that can be fitted with new strings
5–6 Nail file with one rough side and one smooth, and a handle shaped like the silhouette of a wolf’s
head
7–8 Box containing twenty-four paper clips of patinated copper wire
9–10 Glass bottle containing a wooden model castle in a moorland landscape
11–12 Simple frying pan of rusted iron on which nothing ever sticks
13–14 Set of five bronze measuring cups, all in different sizes
15–16 Box containing thirty-six small, bone discs engraved with Symbarian cuneiform characters
17–18 Small basket woven out of miraculously living vines with healthy green leaves
19–20 Necklace made entirely from linked gold teeth
21–22 Silver brooch depicting a wraith owl, the rings around its eyes made from black, faceted stones
23–24 White-glazed and somewhat cracked porcelain plate, painted with the weathered motif of a
straight-backed woman in a long dress, with a poleaxe resting against her shoulder
25–26 Comb made of lindworm bone with cuneiform characters on each tooth, which not only untangles
one’s hair but cleans away dirt and grease
27–28 Cracked ceramic serving platter, decorated with various types of fruit on a white background – two
of the fruits are unfamiliar to present-day gardeners
29–30 Box in the shape of a rose with twenty-four golden petals in four rows, which must be unfolded in
sequence to expose its empty interior
31–32 Silver fountain pen with golden details, which never seems to run out of ink
33–34 Bronze caliper, marked in cuneiform with an unknown unit of measurement
35–36 Flowerpot of dark blue ceramic, decorated with a white and red motif of daemonic couples in
obscene positions
37–38 Copper box containing twelve ceramic figurines, each depicting the same goblin’s head, but with
different facial expressions
39–40 Patinated sheet of copper with cuneiform, listing the ingredients and procedure for brewing the
alcoholic honey beverage Noid
41–42 Beautifully ornamented dagger with a dull steel blade that slides back into the hilt when pressed
against something
43–44 White-glazed porcelain mask that covers the upper part of one’s face, shaped with an owl’s beak,
small branched horns, and red-lined eye openings
45–46 Wax stamp with a handle of pure gold whose mark represents the royal rune Labrys
47–48 Thick, cracked tallow candle which, when lit, emits a dark yellow smoke
49–50 Green, ceramic oil lamp with a shade of patterned glass that rotates while the lamp is lit
51–52 Brown, leather eyepatch with different-colored gemstones arranged in the form of an open eye
53–54 Model of a twin-masted stone ship; the stern can be opened to reveal sixteen tin figures spread
across two decks
55–56 Black leather leash that connects to a collar of the same material, large enough to fit around a
bull’s neck and decorated with studs of pure gold
57–58 Badly damaged wooden box with moldy fabric inside; contains five well-preserved seeds which, if
handled correctly (successful Cunning with Alchemy), can grow into cherry trees with multicolored
flowers and delicious fruit
59–60 Long, thin wooden box full of flat copper pieces of different shapes, all of them badly patinated; a
puzzle with two missing pieces; washing off the patina reveals the motif of a daemonic abomina-
tion

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E X P E D I T I O N S I N DAVO K A R 3

61–62 Spoon of black bone, carved with runes filled with red paint that has partially worn off; nothing one
eats with the spoon is absorbed by the body
63–64 12 x 9 game board with different-sized squares of various colors/materials (white bone, black
wood, and patinated copper), in a frame of patterned hardwood.
65–66 The clappers and tubes of a wind chime made from melodious ettermite
67–68 Fist-sized, irregular, glistening black stone with magnetic properties
69–70 Silver case with sixteen dried-up, multicolored pieces of chalk; they are unused and can be re-
stored for drawing after successful alchemical treatment (Cunning test with Alchemy)
71–72 Carved bone statue of an andrik with a cracked beak, armed with a crossbow and a broad-bladed
hatchet
73–74 Silver tuning fork in the key of D
75–76 Stiletto with a wavy blade of mystical green metal; the hilt is shaped like a human child with
clasped hands
77–78 Statuette of an ox chiseled in black stone; raising its tail tilts the horns
79–80 Blackened walking stick, patterned like the scales of a snake or fish, with a fist-sized pearl for a
knob
81–82 Circular belt or cloak buckle made of silver, with gold details depicting three crossed arrows (the
symbol of Iliel, see page 186)
83–84 Copper spyglass with rotating segments; aiming it at the sun reveals colorful patterns which
change as one rotates the segments
85–86 Hourglass of misty white crystal contained within a blue-gray metal stand, whose sand runs exact-
ly twice as fast in one direction as it does in the other
87–88 Silver watering can whose long, thin spout has been broken off; decorated with motifs of grotesque
birds
89–90 Stuffed and mystically preserved ferret that has undergone a Symbarian rite of exaltation –
equipped with predatory jaws, long claws, a crown of horns, and sickly yellow eyes
91–92 Bone flute, as long as one’s palm and as thin as a little finger; attracts 1D20 small birds if played by
someone with the Musician boon
93–94 Shimmering pink pearl with streaks of red, the size of an eyeball, with the sweet-sour taste of berry
compote; never loses size or flavor
95–96 The components of a broken metal dreamcatcher that can be repaired (Cunning test with the
Blacksmith ability). Brings peace to the sleeping; those burdened by Nightmares have two chances
to pass their Resolute test
97–98 A clay cruse stoppered with a wax-sealed cork, bearing a life-sustaining seal that has kept its con-
tents fresh for hundreds of years – red wine of excellent quality from a particularly superb vintage
99– Statue of glossy, dark gray stone, as tall as a forearm, in the form of a daemon (for description,
100 see page 80). The base bears a cuneiform inscription that can be interpreted by someone with
Loremaster (master): “Jeberaja”

Table 8: Mystical treasures


1d20 Item
1 Tall, thin vase of glazed porcelain, purple with a motif of bright red vines. Plants placed in the vase
will not age, wither, bloom, or bear fruit
2 Facial mask made of seashells in pink, white and light blue. Its wearer can hold their breath under
water at up to ten meters’ depth, for a maximum of ten minutes
3 Handheld fan painted with stormy mountain scenery, which actively cools the air when waved. Roll
1D6 when used – a result of 6 inflicts 1D4 damage and causes facial hair to freeze.
4 Bronze bell whose inside and clapper is engraved with cuneiform characters. If carried so that it is
hanging freely, it tinkles faintly whenever there is an abomination within a hundred meter radius,
but at the risk of being detected [10←the creatures Vigilant]

97
5 Notebook with thin pages of parchment and pearl-covered binding. Text written in the book is only
visible to the person who wrote it.
6 Metal canister whose white color has largely peeled off. It is half full of a powder which conceals
signs of aging on human skin for twenty-four hours, at the cost of 1D4 temporary corruption; con-
tains enough powder for 10+1D10 applications
7 Amulet set with a gray stone that emits a slimy secretion, which dries into an ineffective resin after
a while. The secretion is enough for two individuals per scene. If applied on the skin, it has a repel-
lent effect on insects; if the wearer succeeds with [13←Resolute] the insects select other targets.
8 Eight sticks of incense in a cylindrical leather case. Can be burned during negotiations, granting
those with the Manipulator boon +2 to Persuasive tests.
9 Wedding ring of pure gold, adorned with six sapphires. A loving spirit is bound to the ring and can
act in the wearer’s defense; once per scene the wearer may reroll a failed Defense test. But the
spirit is jealous and will haunt the wearer’s romantic partner with horrifying nightmares.
10 Smooth wooden box containing two frameless spectacle lenses. Makes it easier to follow tracks
in the wilderness (+1 to Vigilant tests), but weakens the other senses so that the wearer becomes
less aware of her surroundings (–3 to Vigilant tests for detecting threats).
11 Three beautiful, iron-cast animal heads each the size of a clenched fist, completely free of rust – a
wolf, a bear and a wild boar. Loops underneath allow them to be tied together into a bola, which
adds +3 to the success test when thrown at creatures of the Beast category.
12 Long-stemmed briar pipe whose bowl is shaped like a woman’s face with its eyes closed. Can be
used when performing the Oracle ritual, with its smoke conveying the visions, granting a +3 bonus
to Resolute tests.
13 Lantern with red glass in a metal frame, about the size of a tankard. When lit in an otherwise dim
environment, it can expose people who are trying to hide intense feelings (such as outrage, love or
grief). It takes one successful Vigilant test per target to notice their seemingly glowing outlines.
14 A simple right-handed chainmail gauntlet that needs relining. The person wearing it can never
involuntarily lose her grip on the right-hand weapon.
15 A modest ring of low-karat gold, with cuneiform runes engraved on the inside (“The cleansing
one”). Its owner can conceal any skin damage for one scene per day, including scars and tattoos.
These can still be detected with Witchsight and a successful Vigilant test.
16 Key of blackened silver that can slide into most locks. Roll 1D6: on 1–4 the lock opens; on 5–6 the
mechanism melts, making it impossible to unlock.
17 Staff of smoke-colored crystal, as long as one’s palm, with one end shaped like a rounded point.
When pointed at the North Star it gives a faint glow, granting +3 to Orientation tests, even under-
ground.
18 Small copper pot, large enough to brew one dose of a single elixir. Adding an amount of silver equal
to one (1) silver thaler makes the elixir one level stronger. If it is already Strong, the effect die is
increased by one step.
19 Knife with a handle of scarlet wood and a ten centimeter curved blade, engraved with a running
predator. Adds +2 to Cunning tests when harvesting a monster trophy.
20 Cracked, uncut ruby that emits enough heat to steam in cold and damp weather. If set in the hilt
or grip of a one-handed weapon with the mystical quality Death Rune, the quality’s effect die is
increased to 1D10, at the cost of 1D4 temporary corruption per turn.

Table 9: Artifacts The Censer of Olian


Stories are told about the spiritualist Olian, who in
1d6 Artifact
the glory days of Symbaroum helped people deal
1 The Censer of Olian
with malevolent spirits in the western parts of
2 The Minstrel’s Pipe the empire. Legend has it that much of his power
3 The Staff of the Plant Whisperer lay in the censer he was carrying, the origin of
4 The Gloves of Joliana which he would not divulge. Anyone who finds
the artifact, made from fine gold threads and as
5 The long axe Blood Cleaver
large as a clenched fist, can fill it with oil to gain
6 The Lance of Porgo the following abilities (after binding to it):

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E X P E D I T I O N S I N DAVO K A R 3
Materialization: The master of the artifact can and the spell is broken. The master may choose
blow smoke from the lit censer at a spirit within to cancel the effect, otherwise the music stops
two movement distances (about 20 meters). If automatically if the master loses concentration
the master succeeds with [Resolute←Resolute], [Resolute –Damage].
the spirit is forced to take shape for one turn, Action: Active
during which it counts as a physical creature Corruption: 1 temporary corruption per turn
in terms of movement and damage (but with no
Pain Threshold). The Staff of the Plant
Action: Active Whisperer
Corruption: 1D4 She is called Ur, the first witch, and often described
Smokescreen: The master can veil herself as carrying a half-meter-long, living tree staff –
and a few others in the smoke from the artifact, crooked and curved, dressed in bark, its appearance
making them invisible to spirits as long as they do following the rhythm of nature, sprouting tiny
nothing but move. The effect is automatic for 1d4 shoots in the spring, bright green leaves in summer,
turns, after which it can be maintained as long as yellow and brown ones in the fall and a naked shaft
the master passes one [Discreet←Vigilant] test per in the winter.
spirit each turn. The Staff of the Plant Whisperer cannot be used
Action: Active as a weapon, but a person bound to the artifact
Corruption: 1D4+1 per person other than the master gains +1 to all success tests for powers and ritu-
The Dread of Spirits: If the master of the arti- als related to the green path of Witchcraft (Green
fact knows the Exorcism ritual, the censer can be Weaver). In addition, the following effects can
used to enhance its banishing effects, giving the be activated.
master two chances to succeed with each of the Trip: A master standing on earthy ground (not
three attempts to banish the spirit. rock or similar) can once per turn make plants and
Action: Reaction roots trip a moving enemy to the ground. The action
Corruption: +1D4 is performed on the target’s initiative and requires
a successful [Resolute←Quick] test; on success the
The Minstrel’s Pipe movement is canceled and the target trips and falls
This curved alto flute of dark-glazed wood may over, losing any remaining actions that turn.
have belonged to the nameless musician in several Action: Reaction
heroic myths from eastern Symbaroum, who always Corruption: 1
appears after the heroes seem to prevail and then Lash: As long as there is larger vegetation like
encounter a complicating factor. And it is certainly bushes or trees nearby, the master can once per turn
true that a person bound to the flute gains the ability cause branches or roots to physically distract an
to seriously frustrate the enemy. enemy within sight. The action is performed on the
Enervate: By playing a dissonant melody enemy’s initiative while she or he is using a mystical
with discordant notes, the master of the artifact power or making a ranged attack, giving the enemy
can distract a chain of cultural beings – roll two chances to fail with said action, or its target
[Cunning←Resolute] against the first target, two chances to defend against the power/attack.
then (if successful) against the next one, and Action: Reaction
so on until a test fails. The enervated person Corruption: 1
receives a –3 modifier to all success test until Plant Shroud: Once per turn (given the same
the music stops. The master may choose to circumstances as above) the master of the staff can
cancel the effect, otherwise the music stops
automatically if the master loses concentration
[Resolute –Damage].
Action: Active
Corruption: 1 temporary corruption per turn Burning Plant Shrouds
Mesmerize: A master with the Musician boon
can make a chain of cultural beings (see Enervate) If someone tries to set fire to the plant shroud,
stop whatever they are doing and just listen to new roots and/or branches will immediately
the music. The effect lasts as long as the music emerge to smother the flames, whether they
is playing, or until the mesmerized are attacked were caused by natural or mystical means.
or significantly affected by their surroundings
– in that case they defend themselves as usual

99
call nature to her defense. The master thumps the runesmith Xansha, was long mounted on the wall
ground with the staff, causing roots to rise up and of Kastor’s town hall, before it was stolen by the
vegetation to gather, forming a thick, self-repairing monster worshipper Kagliostro. A person who finds
coat of armor. The master cannot perform any actions Blood Cleaver and has Loremaster (adept) will find
until she lets the shroud fall apart (one day max); that it, too, bears the rune of Xansha.
however, until then she is shielded from physical The artifact is a Bastard Weapon and may be
attacks and mystical powers. wielded with one hand along with a shield, but then
Action: Whole turn it loses its positive qualities. Wielded with two hands
Corruption: 1D4 it has the qualities Long and Massive. Either way it
always has the quality Unwieldy. The axe is even
The Gloves of Joliana more powerful in the hands of someone bound to
The legends have little to say about Joliana, other the weapon; then the following powers can be used:
than that she was a dominant wrestling cham- Bloodwork: When swung by the master, the
pion, possibly originating from the Lindarians axe performs a mighty cleaving blow that fills the
who ruled an area south of Karvosti in Symbarian bearer with vitality. The effect lasts for a whole
times. Whether she received her famous gloves as scene and heals the wearer for half the amount of
a reward for her long-standing winning streak, or any damage dealt to enemies.
whether they are the reason she managed to defeat Action: Free
so many brave opponents, is a matter of dispute. Corruption: 1D4
The gloves consist of fine, grayish brown roots, Rending Swing: The axe can be swung in
so tightly meshed that they seem to be made of wide arcs, making it easier for the master to hit
leather. When bound to a master, they adapt to fit surrounding enemies. Each attack made on this
that person’s hands perfectly. They also allow the turn works as a chain against enemies within
master to activate the following powers. melee range – if the attack hits, another attack is
Power Grip: The master can call on the living made at another enemy, and so on until a success
plant fibers to grip an enemy. Can be used with test fails. The bearer can use any abilities as usual,
Wrestling (novice) or Strangler (novice), in which and their effects apply to all attacks in the chain.
case it adds +5 to relevant attributes when rolling Action: Free
to establish or maintain a grip. Corruption: 1D6
Action: Reaction
Corruption: 1 The Lance of Porgo
Thorn Bite: With the enemy in a Power Grip, Whether this fabled spear ever existed is a matter
the master can let the gloves grow tiny, razor-sharp of some dispute among scholars, but according to
thorns which deal 1d4 damage each turn the grip legend, it was forged by elves as a gift to the human
is maintained (ignores Armor). knight Porgo in the declining years of Symbaroum.
Action: Free Other stories claim that Porgo was later killed in
Corruption: 1D4 battle against the last stone giants of the Titans, and
Thorn Threads: The master can let the gloves that his weapon was subsequently lost to history.
send thin rootlets into a gripped enemy’s flesh to The Lance of Porgo can be used as a spear in
feed on its life force. The effect lasts one turn, during melee combat or thrown as a javelin, dealing 1d8
which the victim takes 1d6 damage (ignores Armor) and 1d6 damage respectively, with the qualities
that is transferred to the master in the form of Blood-letting, Long and Precise. In addition, the
healed Toughness. If the victim is already suffering following abilities can be activated:
from an ongoing Thorn Bite, its effect is replaced by Return: If its master has the Steel Throw ability,
Thorn Threads for one turn, after which the bite the weapon can automatically return to the that
resumes automatically. person’s hand after being thrown.
Action: Free Action: Free
Corruption: 1D4 Corruption: 1
Return Attack: If the master has Steel Throw, the
The Long Axe Blood Cleaver weapon can make a second attack on its way back
Blood Cleaver is not mentioned in any popular to the hand. A new success test is made; if hit the
stories, but perhaps it is a sibling of the long axe target sustains the weapon’s own damage, without
Blood Slasher mentioned in the legend of the Bell additions from the master’s abilities.
and the Dragon (see the adventure The Bell Tolls Action: Reaction
for Kastor). The latter, supposedly forged by the Corruption: +1D4

100
E X P E D I T I O N S I N DAVO K A R 3

New Mechanics
In this chapter you will find a number of rules that are relevant to the
player characters’ arduous journey to Symbar. It describes the expanded
version of the Bushcraft trait/boon and provides guidelines for how to
handle starvation and other hardships that might befall the characters. The
chapter also includes six new artifacts, some powers, an elixir, a couple of
new monsters, and more.

Additional Rules
Described below are two new powers of the Master Active. Like Adept, but now the pain is so
Symbolism tradition, a monstrous trait, and two severe that it has physical consequenc-
alternative rules. They are all related to the es, dealing 1D6 damage to Toughness
contents of this book, but may of course be used (ignores Armor).
in other contexts as well, when creating and
developing player characters or making up new Battle Symbol, mystical power
non-player characters. Anyone who sees the rousing motif of the symbol
feels a burning urge to fight which, unless they can
Mark of Torment, mystical power resist the effect, drives them into a ruthless and
Cryptic patterns cause severe stomach pain that possibly even suicidal berserker rage.
reduces the victim’s mobility and concentration,
and can even inflict physical damage. Novice Active. The symbol fills a chain of
creatures with an uncontrollable urge to
Novice Active. The symbol triggers a chain of fight; the victim closest to the symbol is
twinging pains; the victim closest to the affected first [Resolute←Resolute]; if the
symbol suffers first [Resolute←Resolute]; if victim is affected, a new test is made for
the victim is affected, a new test is made for the next enemy, and so on until someone
the next enemy, and so on until someone can resist the energies. The effect lasts
can resist the energies. The effect lasts one turn and causes the victim to im-
one turn and prevents the victims from mediately attack the nearest individual,
performing any active actions. friend or foe.
Adept Active. Like Novice, but the pain is so sharp Adept Active. Like Novice, but the effect lasts
that the victims get two chances to fail at until the mystic fails a Resolute test or loses
all reactive actions (such as Defense). concentration [Resolute –Damage].

101
Starvation, optional rule
For people traveling through Davokar, running out of
Dehydration food is as serious a threat as predators and corrupted
nature. After five days without any food whatsoever,
A living creature cannot survive long without or ten days on rations, the following effects kick in:
water. After three days the character must
pass a Strong test; failure means death. If The player character …
successful, the character must remain com- … does not benefit from any natural healing
pletely still in the shade in order to survive, … has two chances to fail all success tests
for a maximum of five days (a new Strong … can only move at half speed
test is made every day). … must pass a Strong test every day; failure
decreases Strong by –1. Strong 0 means death by
starvation.

If this rule is combined with the guidelines for


Master Active. Like Adept, but the affected are so sleep deprivation (page 78 in Yndaros – The Darkest
consumed with bloodlust that they fail to de- Star), the effects are added together, which among
fend themselves against incoming attacks; all other thing means that the player character has
attacks against the affected hit automatically. three chances to fail all success tests.

Bushcraft, boon (expanded) Leap, monstrous trait


The person can read the signs of the wilds, The creature has strong, explosive leg muscles that
knows what areas to avoid and is used to allow it to jump several times the length of its own
f inding food, water and shelter in harsh body, both vertically and horizontally.
environments. While moving through ruins
or wilderness, the person can pass a Vigilant I Movement. The creature can make a huge leap
test to gather 1d6 rations of food and water and land one movement action away from the
per day, or 1d10 rations if that is the person’s starting point (about 10 meters). It suffers no
sole focus (no movement). free attacks from enemies it passes by or lands
Bushcraft can be acquired multiple times, next to, but free attacks caused by the creature
in which case it can be used in increasingly leaving melee combat are triggered as usual.
hostile environments. For example, level I is II Movement. Like Novice, but the jump is made with
useful in places such as Bright Davokar and such precision that the creature can land on an
the outskirts of the mountains; level II in Wild enemy. The attack counts as a free attack with +5
Davokar and the deep mountain valleys; level damage, and the target is knocked prone unless it
III in Dark Davokar and the Underworld (the passes a [Strong←Strong+5] test.
Game Master decides). Note that one must have III Movement. Like Adept, but the creature can jump
spent a significant period of time in the more up to two movement actions horizontally (about
demanding environments to benefit from the 20 meters), with such suddenness that it evades
higher levels of the boon. free attacks even when leaving melee combat.

Artifacts
The artifacts in this section all have a place in her unfailing courage and many heroic feats in
this book, either in Mother of Darkness or in the ruins battle against the abominations awakened by the
described on pages 72–85. However, this does not mean theourgical ceremonies of Symbaroum.
that they cannot appear in other places or in other If the axe head is fitted with a suitable handle, it
contexts if that is what the Game Master wants. can be used as a one-handed axe or a halberd/pike
axe, in both cases with the quality Blood-letting.
Ramara’s Fiend Axe Wild blow: When fighting creatures from the
The legend of the hunter Ramara has been largely Beast or Abomination categories, the person bound
forgotten, and the fragments that remain are to the axe can forsake his/her reactive actions and
usually attributed to the more widely recognized instead deliver a massive blow to all enemies within
big-game hunter Umuma. But Ramara was held melee combat range. The attack tests are rolled as
in high esteem by the People of Kavaler, due to usual, but each successful hit deals +1d8 damage.

102
NEW MECHANICS 4
Action: Active blight-marked and deeply disturbed fortune
Corruption: 1D4 hunter near the ruined city of Alkor. Its origin
Slaughtering strike: If the master of the axe is unknown and hotly debated, especially as
has the Beast Lore ability at the novice level, he or more and more people have started to believe
she can activate this power to deal +1d4 damage that many of Davokar’s “sun symbols” are in fact
to Beasts and Abominations. Upon attaining spider symbols. Whatever the case, the artifact
the level of adept, the damage bonus increases is clearly related to the sun and a most powerful
to +1d8. weapon against the enemies of Prios.
Action: Free Its only power is described below, but it must
Corruption: 1D4 also be mentioned that this power needs time to
recover. Once the power has been unleashed, it
The Banner of Kavaler takes 1d6+4 days of sunlight or twice as many
Had it not been for this powerful artifact, which under a cloudy sky to “recharge” the artifact.
has been with the People of Kavaler since they Sun Storm: By striking the ground with the
first came to the plains west of the Ravens, staff on which the artifact is mounted, the master
they would hardly have survived the many can make its shiny metal surface generate a flash
Symbarian attempts to annex their territory. of dazzling light. Everyone in sight is blinded for
The f lag is made of a glossy, silk-like fabric, 1d4 turns, unless warned to shut their eyes. The
imbued with mystical energies that prevent radiance also causes tremendous bodily pain to
wear and tear as well as bleaching. The motif is Abominations and Undead – 3d10 damage that
an oak and two crossed swords, dark blue against ignores Armor, which is halved if the target passes
a golden background. a Resolute test (the player of the artifact’s master
Inspire Courage: All allies who see the banner makes the test/tests).
are filled with unwavering courage in the face of Action: Active
danger. For the duration of one scene they will not Corruption: 1D8
flee under any circumstances (unless ordered to),
and gain a +5 bonus when trying to resist fright- Einon’s Compass
ening or banishing effects, whether natural or Einon’s Compass was created by the winter elf
mystical (such as the Terrify trait or the power Einon roughly fifty years ago, as a gift to Elori, the
Banishing Seal). Iron Pact’s envoy in Yndaros. The purpose of the
Action: Active
Corruption: 1D4
Muster Strength: Once per combat scene, the
master can let his/her power f low through all
allies in sight. These may then choose to sacrifice Sun Storm in a Sea of Darkness
their two ordinary actions in order to recover 1d6 If the player characters come into possession
Toughness. The power has no effect on poisons or of the Sun of Steel, or gain influence over how
ongoing mystical effects, other than the healing it is used, they may at some point want to un-
it provides. leash its powers on an entire horde of abom-
Action: Active inations or undead. This should be possible,
Corruption: 1D4 but handled more smoothly than by making
Final Push: In a battle where the master’s side Resolute tests for every single enemy.
outnumbers their enemies by at least 50%, the We suggest that tests are made for five en-
master can rally his/her allies for a final, forceful emies, and that the outcome is turned into a
offensive. Everyone in sight is affected, ignoring percentage to determine the fate of the entire
1d4 damage per hit while their own attacks each horde. For example, if two of the five are killed,
deal 1d6 extra damage. The effect lasts 1d4, 1d6, or two injured, and one merely blinded, these are
1d8 turns (the master decides). converted into the percentages 40%, 40%,
Action: Active and 20% respectively. That way, when the
Corruption: Same as the number of turns the effect characters are facing an army of undead and
lasts activate the artifact in a place where it can be
seen by three hundred enemies, 120 of them
The Sun of Steel will die instantly.
The artifact which Brother Eumenos named
the Sun of Steel was found on a severely

103
gift was to give the envoy a chance to detect blight- The loaf fulfills the daily nutritional require-
born creatures in an environment which was ment for six people, but those who eat it suffer
otherwise difficult to read, amidst the humans’ one point of temporary corruption each day that
noise, congestion and inclination to fraternize they eat from it, which does not leave the body
with dark powers. until the traveler has subsisted on normal food
The item consists of a white and black needle float- for seven days in a row. In other words, a person
ing in a viscous liquid inside a circular, finger-thick eating the bread for three days is also stuck with
disc of crystal. The crystal is contained in a round, three points of temporary corruption for a week
unadorned silver box. until it wears off – roughly the same time it takes
Detect Blight Beast: The person bound to the for the stomach to recover from the incredibly
compass can activate its ability to detect abom- fibrous diet.
inations. The black part of the needle will point
to the most powerful abomination (the Game The Stone Cloak of Alial
Master decides) within a one-kilometer radius, It is said that this cloak, which is mentioned in
but with two limitations: there may be other the ballad “The Demise of the Choking Coward,”
powerful abominations in other parts of the same was made by order of the paranoid King Alial
area, and the needle twitches more and more the XIII of Arval, during the great expansion phase
closer one gets to the source, and finally starts of Symbaroum. It was given to Agramai by Duke
spinning (within 100 meters of the creature). The Sesario, through Esmerelda, for the journey to
effect lasts for one scene/hour, but can of course Symbar (see page 156).
be activated over and over, with the result that Note that the person who activates any of
the master always has 1d4 temporary corruption the powers below is wrapped in a shroud that is
while the effect is active. completely airtight. The amount of oxygen inside
Action: Active it varies from time to time, as the shape of the
Corruption: 1D4 shroud is never exactly the same; after 10+1d10
minutes the master passes out, after which his/her
Basigor’s Food Pouch allies have a number of turns (same as the master’s
Made from the stomach of a female gwann, Strong value) to break through the shroud.
this repulsive artifact can be very useful to Shell of Stone: The person bound to the cloak
people planning longer trips through hostile can wrap it around himself/herself and make
terrain. The shady merchant who sold the item it turn into a thick shell of stone that covers the
to Agramai Kalfas (see page 156) claimed that entire body. The effect lasts for one scene, unless the
it once belonged to the legendary adventurer master cancels it or someone breaks it (Toughness
Basigor, who explored the valleys of the Ravens 20, Breakoint 10, Protection 10).
back in the days of Lindaros. But the truthful- Action: Active
ness of this claim is highly debatable. Corruption: 1D4
Whatever its origin, the oily pouch can be fed Camouflage: The cloak envelops the master’s
with organic material, which it then starts to body and takes on the texture and color of the
process – contracting and expanding, grinding immediate surroundings. Only those who know
the material with a crunching, fizzing sound for sure that the master is in a certain area have
before it starts to burble and hum. After an hour a chance of finding him/her, with a successful
or so, it slowly inf lates and can finally be opened, [Vigilant –5] test. The effect lasts for one scene unless
and the master may pull out a grayish-brown, the master decides to cancel it.
fou l-smel ling piece of bread, as la rge as a Action: Active
Yndarian sweetloaf. Corruption: 1D4

Miscellaneous
The Red Plague Those who pass an initial Vigilant test are quick
In Symbar there are many places where the Red to detect the danger and need only pass a single
Plague lurks in the ground, waiting to infect living Quick test to escape before the pathogen enters their
creatures. Anyone entering an infected area will bodies through the skin or the airways.
first see a glittery red dust rise from the soil, slowly Those who fail the Vigilant test must pass two
drawn to those moving about in the area. consecutive Quick tests to avoid exposure. Once

104
NEW MECHANICS 4
a character is exposed, the Red Plague works like
Toughness 13 Pain Threshold 7
a Strong disease, according to the rules on page
169 in the Symbaroum Monster Codex, with the Shadow Glossy black (thoroughly cor-
rupt)
following additions:
Tactics: See the description.
◆ An infected person who fails the daily Strong * The effect of the carapace remains active as
test which is required after contracting the long as the creature maintains its grip, no matter
illness also suffers 1d4 temporary corruption what actions it performs.
** Powerful mandibles
that does not leave the body until the illness
*** The creature has Advantage over the victim as
has passed (can be negated by cures such as long as it maintains its grip
Purple Sap).
◆◆ The illness does not pass until the infected
person has gone three days in a row without Spectral Swarm
the temporary Strong value deceasing by more One effect of the diminishing power of Symbar’s
than one point. mystical tethers, is that the wrathful spirits that
used to be bound are now waking up. Many of
Crab Tick them gather in vengeful clusters as they roam the
The crab tick is a creature that has emerged in ruined city in search of living victims.
the unique environment of Symbar; or rather, it The swarm consists of between fifty and sev-
has evolved from a type of insect as a reaction to enty individuals and looks like a dense forma-
the corruption and the punishing powers of the tion of milky white, vaguely translucent human
mystical tethers. They look like black crabs with figures. They move around like a gust of wind,
red streaks, and can grow as large as the round mouths open as if to roar, hands reaching silently
shields of the clanfolk. They rest in the ground, for the hearts of their victims.
often in groups of 1d4+2 individuals, waiting for
the warm blood of living creatures.
Whenever there are victims nearby, the crab Spectral Swarm
ticks extend their ocular antennae, which can Manner Like a sweeping gale
be detected with a successful [Vigilant –5] test. If
Race Spirit (undead)
their prey draws near, they pop out of the ground
Resistance Strong
and try to attach themselves to the victim, before
eating their way into the warm flesh while being Traits Alternative Damage (II), Spirit
protected by their carapace. If they lose their Form (II), Swarm (I), Terrify* (III),
Wings (III)
grip and fall off, they immediately retreat into
the ground. Accurate 15 (–5), Cunning 5 (+5), Discreet 10 (0),
Persuasive 9 (+1), Quick 11 (–1), Resolute 13 (–3),
Strong 10 (0), Vigilant 7 (+3)

Crab Tick Abilities None

Race Phenomenon Boons/ Fleet-footed


Burdens
Resistance Strong
Weapons, Sweeping attack 4, damages
Traits Armored (III), Carapace* (II), Accurate Strong, ignores Armor
Leap (I), Natural Weapon** (II),
Prehensile Claws (III), Tunneler (I) Armor Quarter of damage according to
the combination of Spirit Form II
Accurate 5 (+5), Cunning 7 (+3), Discreet 15 (–5), and Swarm I
Persuasive 9 (+1), Quick 11 (–1), Resolute 10 (0),
Strong 13 (–3), Vigilant 10 (0) Defense –1

Abilities Backstab*** (adept), Iron Fist Toughness 20 Pain Threshold 5


(adept) Shadow Like pieces of black cloth flut-
Weapons, Prehensile Claws 6, Bite 8 and 2 tering in the wind (thoroughly
Strong/ bleeding damage per turn/hit corrupt)
Discreet Tactics: The throng has no tactics; all it cares
Armor Hard shell 4, +4 with Carapace about is venting its wrathful envy.

Defense –1 * Within sight, instead of within earshot

105
ever had the noise in the Toad’s Square

N
been so deafening that early in the morning.
The cheers of the well-wishing crowd
blended with the thud of boots, the clang of
steel against steel, and the neighs, whinnies
and clattering hooves of frightened pack
animals. In the middle of the square, on a
towering podium built specifically for this
fateful moment, stood Mayor Nightpitch, flanked by Suria Argona and
Colonel Marvello, the former captain of the Town Watch who would
soon lead the Queen’s expedition to Symbar. They all looked north,
towards the palisade gate about to open and the great forest beyond.
“Marvello is an idiot,” yelled Dorgai into his friend Alinard’s ear.
“They will attract every monster, robber band and Sovereign warrior in
the forest. They’ll be dead before they even reach the Black Pitch Mire, all
of them!”
Alinard nodded and smiled as he heard his own words repeated
back to him. He knew it more than anyone, for it was he who had
spoken to every fortune hunter in Thistle Hold and devised the
brilliant plan.
“When?” shouted Dorgai after shoving aside a drunken young-
ster who bumped into him in the crowd. “Elma is packed, we’re ready
to go.”
He did not bother to respond, but of course he had the answer –
they would follow roughly two hours behind the Colonel’s party, like
two silent mice in the shadow of a barking dog. And then, when the
dog was devoured, the mice would slink forward and be the first to
reach the priceless heart of Davokar.
As the sun rose over the eastern rooftops, its golden light
spreading across the gathered masses in the Toad’s Square, a fanfare
of two dozen brass trumpets sounded. The north gate opened, and so
it began – the great race to Symbar, the Mother of all Darkness…

106
SECTION 3:

MOTHER OF
DA R K N E SS

107
Introduction
The moment virtually all of Ambria has been waiting for, and
that most of its people have dreamed of experiencing, is coming; the
moment when bold Ambrian explorers set foot in what was once the
heart of the Symbarian empire: Symbar. It is no longer a fairy tale,
an unfounded rumor or speculation. Everyone knows it, everyone
talks about it, and the few who are not wishing they were young,
fit or resourceful enough to join the venture are easily counted. It is
an occasion that makes people forget about the barbarian warriors
of the Sovereign’s Oath, the criticism of the Queen, and the turmoil
within the Sun Church, at least for a moment, until they know
whether Symbar will really be found, and if so, who will reach it
first and what treasure the happy victors will bring home.

At the start of the adventure Mother of Darkness, be more fun if the main characters of the drama Soon the time has come,
Queen Korinthia’s large and well-equipped expe- remain the same throughout the entire (or much for the gates to open and
dition is ready to begin their journey to Symbar. of the) story. Returning player characters will the hunt for Symbar to
Their starting point is of course the almost as leg- recognize both people and places from previous commence.
endary, if much younger, Thistle Hold. Where the adventures, and will personally have experienced
player characters start their journey is entirely the events that explain why individuals and fac-
up to them, possibly in consultation with a patron tions relate to each other the way they do – as
or quest giver. What matters is that summer has allies, enemies or neutral parties. Furthermore,
arrived, and that warmth and life are creeping traveling to and maybe even reaching Symbar
north, hopefully all the way to Symbar – the place would probably be particularly rewarding for
known as the Mother of all Darkness. individuals who went looking for the treasure
This is a standalone adventure in the sense hunter Elmendra in The Witch Hammer, and found
that it can be played with other characters than both her and a map to the heart of Davokar at the
the ones who experienced the previous episodes end of The Darkest Star. Even those who were there
of the Throne of Thorns. But naturally all episodes at the resolution of Wrath of the Warden can look
are connected in a larger framework, and it will forward to a (less happy) reunion…

108
INTRODUCTION 5

This adventure section consists of five chap- influence over the course of events, but if this does
ters which together form Mother of Darkness. not suit the play style of your particular group, it
The first chapter presents the adventure’s back- is perfectly possible to let the player characters be
ground, the overarching course of events, and guided by a quest giver.
suggestions on how the player characters can The thunderous conclusion of the third act is
be drawn into the story. The latter is especially followed by a chapter discussing what might hap-
important for newly created player characters, pen once the dust has settled, when what remains
as are the chapter’s guidelines regarding how of the various Symbar expeditions emerge from
much Experience they will need in order to stand the shadows of the forest. Before the book ends
a chance of surviving the challenges ahead. with a set of handouts and player maps, we also
The next chapters describe the three acts of the offer some suggestions regarding the allocation
adventure, from game start and initial prepara- of Experience and things the player characters
tions, via the long journey, to the vast (and highly can occupy themselves with while awaiting the
dangerous) adventure landscape that awaits the fifth episode of the chronicle, which will take
characters at the end of their voyage. The idea is that them south to lifeless Alberetor and the ravaged
the players and their characters will have a decisive homeland of the Dark Lords – Lyastra.

109
Background
Up until the year 14, when Lasifor Nightpitch individual nobles, trading companies and clan-
went to face the threatening barbarian army and folk. Instead he turned to three factions: the
eventually negotiated the treaty that gave rise to Queen, the Black Cloaks and Iasogoi Brigo – the
the Explorer's License, contact between Ambrians latter in his capacity as a successful fortune
and the clanfolk was very limited. But it did not hunter, and on the condition that Herangoi
take long for the witches’ legends to spread among would be allowed to accompany his expedition.
the Queen’s people – including the story about the After convincing the faction leaders that the
black heart of the forest, the Mother of Darkness, coordinates were authentic, he then invited
Symbar. And when the prophecy of Sarkomal was them to a meeting where they had to bid against
eventually found in the temple ruin east of Karvosti, each other, after which he used the highest bid
and immediately linked to Symbar, the allure of (from House Kohinoor) as a price for them all to
the lost city grew even stronger. respond to – he insisted that all of them must get
It would be no exaggeration to say that the dream a chance to obtain directions to Symbar. After a
of Symbar has since captivated every person in short negotiation where the sum was practically
Ambria, to some extent. For most people it has cut in half, all three decided to pay.
seemed as unattainable as the stars, which is why The other hunting parties competing for a chance
they instead placed their hope in the Queen or the to explore and preferably take control of Symbar
factions closest to them. Others have devoted their get their information from different sources. The
entire lives to the hunt – even sacrificed their lives, Sovereign’s Oath has already found their own
along with all their time and possessions. Very few way to Symbar and is first on the scene, while the
have actually managed to reach Symbar, and none Church of Dead Prios is informed by an agent inside
of those have returned alive. the Twilight Monastery. The Reformists have the
But now, this is about to change. Well, maybe. city’s location pointed out to them by Elori, their
Hopefully… ally within the Iron Pact who once helped watch
over the ruins, and the Sacred of the Old Blood has
The Knowledge Spreads Esmerelda's half-sister, Queen Korinthia herself,
After the events that shook the capital of Ambria to thank for the information. Finally, there are the
in the adventure The Darkest Star, the knowledge of witches led by the Huldra, who learned of Symbar
Symbar’s whereabouts started to spread among the and its location from Keeper Kathman, who has
realm’s powerful factions. Exactly how it got out, been at Father Sarvola’s side for some time.
and who was responsible, may depend on what has Detailed descriptions of each faction’s hunting
happened around individual gaming tables, but the party, resources and traveling route are found
description below can be viewed as a starting point, under the Factions heading on page 143.
based on things discussed in the third episode of
the Throne of Thorns. Where Summer Turns to Fall
The person who has been disseminating most The history of Symbar is quite monotonous up
of the information is probably the fortune hunter until three weeks before the start of the adven-
Elmendra’s partner Herangoi, the former Wizard ture, when the troops of the Sovereign’s Oath
of the Order turned Spiritualist. He accompanied reached their destination. After the Battle of
Elmendra to Emperor Symbar’s funeral ship in the Symbar (see page 62) the victors decided that
Yonderworld, where he got to study the map of the the city and its darkness had to be fettered and
fallen empire. But he was sent home alone, to cover plunged into eternal sleep; the blight was per-
the tracks of Elmendra and himself. Having done manent – it could not be killed nor cleansed, and
what was asked, the greed immediately started if left unchecked it would soon infect the world
gnawing at him. The knowledge he had acquired around them, eventually transforming the entire
was worth a fortune, and he knew it – a fortune he region into a sea of darkness.
could use to refine his research methods and, not The power woven over the city was many times
least, ensure the comfort of his coming twilight stronger than the one infused into the budding
years. Besides, he was certain that Elmendra would Davokar. A thousand oaks from the virgin wood-
never be able to return, which made his promise lands of the west were planted in the blighted soil,
to her seem pointless. during a days-long ceremony which shielded the
Herangoi contacted several potential, care- saplings from corruption and filled them with
fully selected buyers. To avoid causing more power. They grew huge, roughly a hundred and
problems for the Ambrian kingdom, he avoided fifty meters tall, and their roots intertwined into

110
INTRODUCTION 5
a living blanket over the devastated city. Deep in back, but without success: the humans attacked
the ground and on the surface, other roots fettered and forced the Keepers to flee.
the thoroughly corrupted items and creatures left Confused and in tears, Geliael has since
behind by the perished people of Symbar. To make received continual reports from her scouts –
sure that these shackles would never be broken, the reports about autumn slowly coming to Symbar;
elves established the Keepers of Symbar, a company about intruders killing and being killed; about the
tasked with keeping the area’s flora and fauna in fettered darkness coming back to life. Her own
perpetual summer. group never stays in the same place for more than a
When the three thousand Sovereign warriors day, hunted as they are by human scouts. The Halls
who survived the march through Davokar finally of a Thousand Tears have been notified; in their
arrived, the twenty-nine members of the Keepers dreams, the Keepers of Symbar have reached out to
did not stand a chance. Their leader, Princess allies who in turn have promised to inform Prince
Geliael, was unable to counter the threat; being a Eneáno. But so far they have had no response, let
winter elf, she perceives the fluctuations of time alone any reinforcements.
and the world in a way that is beyond human As summer spreads north through Davokar,
understanding, oscillating between the perspec- autumn approaches the city of Symbar, and when
tives of the present and eternity. Her younger allies the player characters arrive the leaves of the mighty
contacted the intruders to persuade them to turn oak trees are already turning yellow and crimson…

The Structure of the Adventure


The adventure Mother of Darkness is designed we hope that the following will convey an under-
to give the players significant influence over its standing that can be good to keep in mind while
progression and outcome – more so than previous reading the adventure text.
episodes of the chronicle, with the possible exception
of Act II of Wrath of the Warden. It may therefore be Act I: Prelude to the Expedition
helpful to end each session with a conversation The adventure assumes that the player characters
where the players reflect on what their characters choose Thistle Hold as their starting point – that is
will do when the next session begins. The Game where one finds the best guides, the best equipment,
Master will probably have to improvise anyway, but and the richest sources of information. The game
at least it will make the planning and preparation opening deals with four main challenges: mapping
a bit easier. the route, choosing a guide, acquiring equipment,
It should also be noted that Mother of Darkness and possibly recruiting other expedition members,
may turn out very differently around different such as warriors, mystics, carriers and so on. How
gaming tables – what situations and scenes arise the player characters handle the preparations
in the three acts depends largely on who the player can have a major impact on their journey through
characters are, what allies they have, how they Davokar and, consequently, on what condition they
have acted in the past, and what initiatives they are in if/when they arrive.
take. The text below must try to take this poten- Another vital factor is how they deal with the
tially great variation into account, in terms of murderous scheming going on at the Hold until
both the content and order of the scenes. We will the hunting parties set off. Even before leaving
try to rectify the resulting “disarray” with the Thistle Hold, the player characters must watch out
use of clear references, but once again the Game for sabotage, espionage, disinformation and armed
Master has a great responsibility to consider how attacks. Perhaps they themselves will resort to
situations may develop given the make-up and such methods to weaken any rival groups setting
play style of the gaming group. The timeline on out from the Hold – eliminating the Black Cloaks’
page 112 can be helpful in this regard, as it offers guide, planting a mole within House Kohinoor’s
a concrete example of how things might develop hunting party, or infecting Iasogoi Brigo’s supplies
if the player characters are guided by an outside with mold spores.
advisor or quest giver. The act ends with a handful of suggested scenes
Next up is a summary of the adventure’s three meant to portray the foul play that characterizes
acts. Its purpose is to provide an overview of key Mayor Nightpitch’s town before their departure.
events and turning points in the story, but it says These can be used as written or as inspiration
nothing about the sequence in which they occur or when/if the characters decide to take an active
how they will play out. Despite these limitations part in the scheming.

111
Table 10:
Timeline 9 21
For gaming groups who are used to having their characters A couple of random On the way back they
guided by one or multiple quest givers, this section presents a events on the way to awaken abominations;
suggested order in which the scenes of the adventure can take Eulia’s Fire Mountain, or two Knights of Dead
place. This outline is nothing more than an estimate, but hope- they are visited by Aluin Prios intervene
fully the timeline can still be of some use to the Game Master.
As for quest givers, there are a great number of candidates
DAY 2
to choose from. The leaders of all the other expeditions can invi-
te the characters to come with them, as back-up or possibly as 10
experts on relevant topics. It is also possible that leaders higher PCs come across a co- 22
up in the factions’ hierarchies will engage the player characters lony of skullbiters; either Agramai and company
as a kind of supporting force to the faction’s primary hunting fight or make a detour depart to establish their
party. The most interesting scenario would probably be for the own camp before the
Huldra Yeleta or Duchess Esmerelda to step in as quest givers. PCs cross the root cover
DAY 1
If an external quest giver is used, it is of course important to the Imperial Palace;
that this person is able to contact the player characters. The assessment of the
mystical artifact known as a Mind Stone (see page 111 in Thistle
11–12 situation
PCs arrive in Symbar and
Hold – Wrath of the Warden) can be used as inspiration in this
encounter the female
regard. Note that such a solution can lead to interesting situa-
crypt lord Siriad Ador-An
tions if the quest giver does not answer when the player cha- 23–24
and her minions – hide,
racters are in urgent need of advice, or if that person contacts PCs manage to open
fight or negotiate.
them while they are in the middle of a chaotic action scene. the outer gate themsel-
Also note that this timeline assumes that the characters do ves and the abomina-
little other than seek the Throne of Thorns, and remember that tions come pouring out,
you must read the entire adventure in order to fully understand 13–15 attacking the Sove-
the scenes – brows the timeline, read the adventure text, then Investigating the reign’s Oath
go back and give the timeline a second read-through. surrounding area and
choosing a campsite;
PCs save two Kohinoor
25–27
spies from Living Thorns
PCs investigate the pa-
1 6
lace, talk to the Emperor
The player characters Just before departure,
Spirit, and study the
(PC) arrive in Thistle PCs are attacked by
16–17 mosaics; they see House
Hold and risk being dis- destitute war veterans
Miralba drops a Meeting Kohinoor and Iasogoi
covered by competitors hired by House Kohinoor
Stone from Yeleta near Brigo approaching
PCs’ campfire; PCs
enter the Witches’
2–3 7 camp, agree to attack 28
The route is planned (via A stop on Karvosti. An the caravan, but not to Night spent in the be-
the Sinkhole), a guide re- agent of the Sovereign’s “rescue the Flickering sieged Imperial Palace. At
cruited; the Black Cloaks Oath, tasked with stop- Flame” dawn PCs get an ultima-
arrive and are attacked ping rival expeditions, tum – open up or die!
poisons their food
18–20
DAY 3
4–5 PCs travel to attack
Supplies and carriers/ 8 the Sovereign’s Oath
pack animals are Encounter with a group caravan, along with 29
acquired; PCs negotiate of Sovereign warriors the Witches and the Journey to the Crown
with Agramai Kalfas on their way to Jerak’s Keepers; encounter Ship; Black Cloaks are
and agree to make the Sinkhole; PCs must pay a scouts sent by Iasogoi there, investigating –
journey together “toll” to avoid combat Brigo; attack the caravan negotiation or combat

112
INTRODUCTION 5

30–31 40–42 50–52 59


PCs climb down through PCs + allies rush to the Investigating the ziggu- The army pours into the
a tower; negotiations ceremonial site; they rat and confronting the hall and forms a
with Kantor stop the ceremony at high priests; ends with semi-circle around the
the Half Effect stage The View of the Winged dais. Agramai tries to get
the defenders to surrender
32–35
Investigation of the 43 53
Crown Ship, particularly Agramai Kalfas flees Negotiation with allies: 60
the Aftercastle down the escarpment, the throne must be pro- Prince Eneáno enters the
hides in the Stone Cloak tected; Valarai-Aia must hall. Before anyone can
of Alial and is surroun- be guarded. The Keepers react, he sits down on the
36 ded by loyal undead of Symbar stays. throne and transforms.
House Kohinoor with Chaos erupts!
allies arrive and battle
DAY 6
Kantor – PCs slip away
after defeating a squad
44
61
of Rangers.
From a distance the PCs 54 PCs slay the abomina-
see combat at the Mother Walk to Castle Thorn
tion; many are dead,
Tree; Miralba investigates after a long rest; must
Agramai among them –
– House Kohinoor and hide from Agramai’s
37 allies have vanquished horde of undead,
his undead escapes
PCs sleep under the root the Sovereign’s Oath, but
cover; they meet the sur- have many wounded.
vivor Asirial who flee after 62
having been questioed, 55 PCs and their allies can
DAY 5 Arrival and encounter lick their wounds and
with Sidril explore the castle
DAY 4 45
PCs rise early and
38 return to the Mother 56 63+
Tree; no sign of House Finds the Hall of Thorns. The journey home,
Walk to the Mother
Kohinoor A group of Black Cloaks possibly after further
Tree; sees the remai-
are defending the exploration of Symbar
ning troops of the
throne from House which ends with the PCs
Sovereign’s Oath and
Kohinoor and allies. (or someone else) waking
a group consisting of 46–47
Witches, the Iron Pact, Fofar the Destroyer
Rappel down the tree
and Reformists. trunk; attacked by ma-
nagaals and retreat into 57
the tree, where Xanathâ House Kohinoor attacks,
joins the fray the PCs join forces with Paths to the throne
39 the Black Cloaks, as do
Miralba lands, says The Black Cloaks picked
Miralba/Yeleta. PCs side
Sacred of the Old Blood up the survivor Asirial after
is victorious.
is raising an army of 48–49 she left the player charac-
undead. The ceremony Fight against or nego- ters, and made her show
must be stopped, or tiation with Xanathâ, them the way to the castle.
nothing else matters! 58 House Kohinoor reached
followed by a visit to the
The survivors discuss the View of the Winged
Weaver Valarai-Aia
how to defend against the after the player characters
undead army; prepara- and allowed themselves a
tions are made short night’s rest.

113
Act II: To Symbar begin their exploration of Symbar. An initial
The second act is about the characters’ journey through overview is followed by some thoughts on how
Davokar. The first chapter provides an overview of the the various hunting parties will act – their
other expeditions participating in the hunt, while members, goals, relations and willingness to
the second one presents three different routes to the compromise. The latter becomes particularly
destination. Each route has its own pros and cons; sim- important when the player characters realize
ply put, it is a question of balancing distance against that they are unlikely to make it without enter-
risk – the shortest route is also the most dangerous, ing into alliances, or at least agreements, with
and therefore not necessarily the quickest. members of other expeditions.
Finally, the second act includes a presentation of Whether the player characters have come
the area surrounding Symbar and describes what to seek knowledge, treasure or glory, there are
might happen once the player characters arrive. four locations of particular relevance to the
Perhaps other groups (aside from the Sovereign’s adventure: the Imperial Palace perched on its
Oath and the Iron Pact) are already there? Where rock, the Mother Tree and the nearby pyramid,
should the characters set up a base, which will the Crown Ship Saroklaw from The First Realm,
later be their place of refuge and starting point and the Order of Dakothnic’s fortress – Castle
for excursions into the ruined city? What resources Thorn – where the Throne of Thorns is situ-
and dangers are there in the outskirts of Symbar? ated. All these places are described in detail,
along with maps, non-player characters and
Act III: The Black Heart challenges, and the first three can be visited
of Davokar in any order. In addition, there are a handful
The final act begins once the player characters of other places the player characters can come
have established their base and are about to across on their travels.

The Player Characters


Mother of Darkness was designed on the premise ◆◆ Each player character has at least one ability
that participating player characters will also have at master level, owns at least one artifact, and
experienced the previous episodes of the Throne of has weapons/armor with qualities.
Thorns, and thus achieved a considerable capacity ◆◆ At least one player character has the
for both problem solving and combat; they are Loremaster ability at Master level.
Veterans, as defined in the guidelines for balanced ◆◆ The player characters (individually or
combat resistance (see the Symbaroum Monster collectively) have ample resources in the form
Codex, page 179). Furthermore, it is our hope that of silver thaler or items that can be sold or
the adventure will be playable no matter what goals used as payment. Arranging an expedition to
they have, what factions they belong to, or what Symbar is very expensive.
powers and items they possess. ◆◆ The player characters are known to most of
As this is left open, it is not possible for us to the game world’s factions, by name, appear-
decide what the players’ (and their characters’) goal ance and ability – by now they have made
should be. It falls on the Game Master to discuss friends as well as enemies.
with the players what incentives and motivations
could get the characters invested in the story. But If new player characters are created specifically
we will not leave you entirely without support! for Mother of Darkness, we recommend that they be
After a few bullet points explaining what capa- provided with 150 Experience beyond the starting
bilities we had in mind for the player characters level, and encourage the players to use these to
during the design process, we present a series of become an effective combat unit. It would also be a
suggested incentives which the Game Master and good idea to give them backstories that make it easy
the players may use to define the motivations of to involve them in the adventure – something that
individual characters. will hardly be a problem, considering that almost
everyone in the region has at some point dreamed
◆◆ The player characters have earned approx- of seeing and exploring Symbar.
imately 230 Experience (beyond the starting
level) from previous adventures and spent The Riches of Symbar
roughly 200 of these on abilities/boons that There is no doubt that Symbar is sitting on vast
make them more proficient in combat. amounts of valuable resources. It could be precious

114
INTRODUCTION 5
metals, gems, artwork or tools, or ancient scriptures power among the region’s inhabitants, so those
or etchings which would fetch a handsome price who desire power would do well to stop others from
from Ambrian scholars. reaching it. Ideally, they should of course claim the
Whether it is a quest giver or the player char- throne for themselves…
acters themselves who are yearning for these Should the player characters, or just one of them,
treasures, and whatever their reasons may be, openly admit that they intend to fight for their right
gaming groups driven by this motivation have to the throne, they will make enemies of everyone
many potential allies to choose from. Sure, the Iron else. The expedition sent by the Sacred of the Old
Pact could become a problem for those wishing to Blood might initially accept an agreement giving
reap the riches of the ruins, but the others would the player characters the right to the throne, but
certainly be willing to give up lots of valuable items only to exploit their abilities until they themselves
as long as they get to keep the ones that are relevant have the high seat within reach.
to their own particular objectives.
Serving the Faction
The Wisdom of Symbar Player characters who are well-connected within
Some gaming groups or individual player characters a certain faction, or themselves hold high-ranking
may primarily seek the knowledge and insights positions within some powerful group, may of
hidden among the ruins of Symbar. Such informa- course choose (or be ordered) to travel to Symbar
tion could shed light on the history of the city, the on behalf of the faction. They can then be part of
region or humanity, or concern matters relating to one of the hunting parties described in Act I, or
corruption, blight beasts or the nature of magic. operate as an independent unit – a kind of support
The two obvious antagonist factions would in team meant to reinforce the faction’s main force or,
this case be the Sovereign’s Oath and the Church if necessary, replace it.
of Dead Prios. Both groups seek to eradicate the In this case, potential allies and enemies are
knowledge of ancient times – the former because determined by the faction to which the characters
these “false teachings” caused the downfall of belong, but perhaps they can be more flexible than
humanity; the latter because the “blasphemy and the main force in their choice of partners.
heresy” of the Symbarians killed Prios and brought
forth The Eternal Night. Friends and Family
As a supplement to the incentives above, or as yet
The Darkness of Symbar another alternative if need be, one can always make
If the witches and elves are correct, if Symbar really the motivation more personal. One of the player
is the Mother of all Darkness, then all champions characters’ friends, loved ones or relatives has
of the light must do everything in their power to gone missing on a journey to Symbar, following
defend the world against its evil! Other factions must directions that may very well have been accurate.
be stopped from awaking the horrors of the ruined Another variant is that someone dear to the player
city; furthermore, the ruins must be examined and characters (or their quest giver) has fallen ill, and
studied, to learn the truth about what caused the knowledge or an artifact from ancient Symbaroum
darkness – so that it never happens again. is that person’s last hope of finding a cure.
A group with such ambitions will likely Should the player characters’ incentive involve
find allies in the Witches, the Iron Pact and the some form of rescue mission, the choice of allies is
Reformists. Collaborations can probably be formed completely open – all factions can help the charac-
with Iasogoi Brigo and House Kohinoor as well, ters find the person/cure in return for assistance
although there is a risk that they will ignore the in achieving their own specific goal.
agreement as soon as the battle against darkness
gets in the way of their own goals.

The Power and Glory


It is said that the mythical Throne of Thorns is Game Master Material
situated in Symbar, and frankly, where else would At Free League Publishing’s Symbaroum page [www.freeleaguepublishing.
it be? If the legends are true, whoever sits upon com] you can find a document titled GM Resource – Mother of Darkness. In
the throne is filled with superhuman powers and addition to all the maps, handouts and portraits relevant to the adventure,
exalted as the indisputable ruler of the region. And it contains tables of the hunting parties’ support teams.
even if this should turn out to be pure fiction, the
legendary seat still holds tremendous symbolic

115
ACT 1:

Prelude to the
expedition
The first act of the adventure begins on a beautiful summer’s morning in Thistle
Hold and ends with the player characters heading out through the palisade gates,
ready to leave for Symbar. The time in between will be spent planning, gathering
resources and expedition members, defending against attacks and foiling sabotage
attempts staged by their competitors. The player characters can also take an
active part in the scheming, to delay, weaken or eliminate rival hunting parties.

This act does not describe a clear chain of events; This is followed by two sections dealing with
instead it offers information which Game Masters can scheming and interactions between the characters
use to create their own scenes based on the players’ and their rivals. The first contains guidelines rele-
actions. The first section presents some suggested vant to all three acts, while the second describes a
opening scenes, while the next one addresses what handful of scenes which the Game Master can use
preparations need to be made and what advantages to emphasize the competition between the player
the characters can gain from preparing well. characters and the other hunting parties.

Game Opening
We propose that the game begins with trusted each stage of preparation. As the festive spirit in
sources claiming that northern Davokar is expected Thistle Hold grows with every passing day, and vir-
to bloom and bear fruit within a month. Depending tually explodes when Colonel Marvello announces
on the weather, it should then be about a week until the date of departure for the Queen’s hunting party,
it is even remotely possible to survive a journey to the player characters should feel a constant urge
Symbar. The expedition being planned is nothing for to look over their shoulders and really struggle
comfort-craving cowards; anyone wishing to be the to acquire everything they need for the journey.
first to arrive must be prepared to take risks, with the The two possible opening scenes described below
weather, the elements, and the monsters of the forest! can be modified and developed at will – one of them
Now it is up to the players and their characters assumes that the characters arrive in Thistle Hold
to prepare for the journey, while the Game Master during the game opening, the other that they have
tries to keep up and present suitable challenges at already been there for some time.

116
PRELUDE TO THE EXPEDITION 6
The Arrival
Given that the player characters are likely to be
relatively well-known, no matter which gate they The Hold in Detail
enter through, their passage into Thistle Hold will
be noted by the factions that are already present. The description of Thistle Hold in the Core Rulebook is more than enough
If they are deliberately trying to disguise them- for the Game Master to successfully portray the player characters’ adven-
selves or conceal their arrival by other means, the tures before their departure for Symbar. However, additional information
person with the lowest Discreet value may roll two about places, people and authorities can be found in the first episode of
consecutive success tests modified by –3, one for the Throne of Thorns: Thistle Hold – Wrath of the Warden. That book also
each rival agent (see below). If both tests succeed, contains an array of adventure seeds and local conflicts that can be used to
they enter Thistle Hold unnoticed. make the player characters’ preparations even more interesting.
Player characters who state that they are
focusing on people moving around the gate may
also roll two tests against [Vigilant –1]. If the first
one succeeds, the player character notices a young were the inhabitants of the town’s monastery, who
woman in plain clothes throwing repeated, scruti- as a result made more and more enemies, before
nizing glances in their direction. If the second test finally deciding to leave the Hold and go back to the
succeeds, the character spots a graying gentleman Titans. That the Black Cloaks have returned, led by
whittling on what will probable become a wooden the hateful Whip of Prios, is stirring up emotions
flute, constantly looking up from under the brim among the people – to say the least.
of his slouch hat. A crowd is gathering in a semi-circle, facing the
Should the characters not bother to conceal their direction from which the procession is coming.
arrival (or if they fail to do so), the woman and/or With a successful Vigilant test, player characters
the man will start following them around – the who are watching the scene will notice two people
former being a member of the Queen’s Rangers, the who seem particularly active in organizing the
latter a scout in the service of Iasogoi Brigo. Player welcome committee: both women, of different ages
characters who failed to notice the agents at the gate yet sporting near identical hairstyles and leather
will get a second chance during their walk through armor that can be seen under their tunics. Soon the
Thistle Hold, modified as above. Their purpose is to younger woman walks up to the patios, including
identify potential competitors and find out where in the one where the player characters are sitting.
town they are staying, before noting their resources With hatred in her eyes, she shouts:
and expedition members.
The player characters may of course try to “Up, get up! Now we will show the Black Cloaks what
capture one or even both of them. If they succeed, we think of them and their Lawgiver; the Prios of War
the agents will feign complete ignorance, and if has no place in Thistle Hold, we don’t want them here!
threatened or bullied they will not hesitate to call Show them! With stones, with weapons: OUT with the
the Town Watch. heretics!”

The Black Cloaks The clamor dies out when they arrive: two knights
This scene can be used instead of the one above, or on horseback (probably former Templars), followed
introduced a couple of days later when the player by a covered carriage bearing the emblem of the
characters have begun their preparations. The Whip of Prios, and finally a dozen or so Black Cloaks
characters could be sitting outside one of the cafés leading their horses on foot. Suddenly the riders halt,
at the Antique Plaza, perhaps negotiating with a gesturing for the others to do the same. Then the
potential traveling companion. Suddenly the noise first object comes flying – a small clay jar, aimed at
rises in the streets and the source of the ruckus one of the knights. Within moments, chaos ensues.
soon becomes clear: a large group of Black Cloaks More objects come raining down on the pro-
just arrived through the South Gate and are on their cession: stones, bottles, jars, logs, even newly
way to the square; some whisper that the leader is purchased turnips. Without coordination, the
a known member of the Whip of Prios. mob roars such things as: “You are the heretics!”
Over the years, Thistle Hold has been increas- and “Leave! Leave or die!” These cries are followed
ingly inspired by Father Sarvola and other quickly by threats: “The Prios of War shall burn!” and
Reformists. This is true of both the populace and “You will be cleansed, cleansed by fire!”
the local Sun Temple run by Father Elfeno. The only A successful Vigilant test reveals that a drunk
ones who initially tried to oppose this development person near the player characters (stats as Fortune

117
Hunter, page 215 in the Core Rulebook) is taking out a the Town Watch has gathered in sufficient numbers Preparing for the depar-
throwing dagger. Characters who pass a Quick test to restore the peace. ture can sometimes be
or possess the Acrobatics ability have a chance to If the situation does escalate, several Black Cloaks just as dangerous as the
stop him from throwing it. On failure the violence will be injured, one of them fatally; they defend journey itself.
will escalate; on success the relatively harmless themselves with their shields and try to keep their
harassment continues for another five turns, until horses from panicking. This is an opportunity for the

Joining the Mob


Of course, the characters may opt to join the mob, hoping to harm what will become a competitor in the
hunt for Symbar. The Game Master decides how such a development plays out, but if they take an active
(or leading) role in the harassments there will likely be repercussions. Their relations with the Black
Cloaks will surely suffer greatly. Also, the Town Watch may (try to) arrest them for disturbing the peace –
an offense which will get them thrown out of town, after a few days in the Penitentiary.

118
PRELUDE TO THE EXPEDITION 6
player characters to intervene, to place themselves there is of course the possibility of seeking
between the procession and the mob as a clear signal out the two women, both of whom had orders
that the violence must stop – this will make most of from Ralgai Melion to give the competitors an
the normally level-headed inhabitants cease their unpleasant welcome and make their time in the
throwing and fix their dark, disappointed gazes on Hold more difficult. Depending on what they
them instead. Someone is heard accusing them of decide to do, the player characters’ actions may
“defending the Prios of War.” affect their relations with both the Black Cloaks
Exactly how this develops is for the Game and House Kohinoor – for better or worse (see
Master to decide. In addition to the above, Scheming on page 123).

Planning the Expedition


What should the player characters do before ask other people for advice. These will then rec-
they leave for Symbar, and more importantly: how ommend at least one of the three routes described
can the Game Master turn these preparations into in Act II – the one along the Ravens, the one due
thrilling encounters? Our suggestion would be to north by way of Jerak’s Sinkhole, and the option to
link at least one of the challenges described under follow the river Malgomor as far as possible. The
Suggested Scenes (page 126) to three or four of the pros and cons of each route are described in detail
tasks mentioned in this section. in the chapter titled Routes, starting on page 133.
Game Masters who want the characters’ prepara- As for sources of information, they will normally
tions to feel relevant and exciting must also make it offer better advice the more expensive they are,
clear that their lives will likely depend on how well unless they have reason to lie. Below are a handful
they succeed. At the Ruin or the Salons of Symbaroum of alternatives for the Game Master to build on or
they can find several (more or less physically and men- use as they are, depending on how much the player
tally scarred) fortune hunters who have journeyed characters are willing to spend:
into the darkness and can stress the importance of
mapping one’s route, securing a skilled guide (prefer- Experienced Fortune Hunter
ably two, in case one of them should die), purchasing The Hold is home to several fortune hunters who
high-quality provisions, and so on. have survived journeys to the deeper parts of
Described under the headings below are not only Davokar, but for various reasons have decided not
the sources of information, individuals and equipment to mount their own Symbar expedition, at least for
available, but also how the characters’ choices will the time being. These include Mayor Nightpitch,
technically affect their journey through Davokar. A Lysindra Goldengrasp, Erok the Dark – all of whom
high-quality resource can add bonuses to certain tests, are described in Wrath of the Warden – and Elmea
penalties to others, or grant re-rolls when so desired. Rabbit’s Foot.
None of these will help the characters for any-
The Route thing less than future shares (see the Core Rulebook,
While the player characters are free to choose any page 185). They will likely demand as much as 10%,
route they like, it is not inconceivable that they may which can be haggled down to 7% with a successful
[Persuasive –1] test, or to 5% if the test succeeds with
a margin of 5 or more.
If a deal is made, the experienced fortune hunter
can describe all three routes specified in Act II,
The Origin of the Hate along with their various pros and cons. However,
The stories about what the Black Cloaks, and particularly the Whip of Pri- the person will not pick a favorite route or tell them
os, have done in their hunt for Reformists and other heretics are truly horri- which one he or she would take – that depends
fying. And many of them are true, although they sometimes get blamed for entirely on the companions and resources available.
purges and attacks conducted by the Knights of Dead Prios. Many people
in Thistle Hold know someone who has been subjected to the witch hunt Davokar Experts
– killed, tortured, or hunted – and most of the others are outraged at the Should the player characters seek out someone
Curia’s treatment of Father Sarvola. Also important in this context is that they think knows a great deal about Davokar, but
the representatives of the Reformists are feeling increasingly confident who has no experience at organizing expeditions,
that they are on the winning side in this conflict. the advice they receive will be more precise. There
are many barbarians living in Nightpitch’s town,
including witches, monster hunters and others who

119
The wizard recommends that they travel north
from Karvosti, via Jerak’s Sinkhole and Eulia’s Fire
Expensive Licenses Mountain, before turning east toward the place
where Symbar is supposedly located. This is not
Acquiring an Explorer’s License for the journey to Symbar is simply a must, based on well-intentioned concerns, however, but
and an expensive one at that. First of all, the expedition will likely consist of on the hope that the expedition will run into the
more than ten members, which makes the base cost 500 thaler (recently troops of the Sovereign’s Oath and be imprisoned,
raised due to the war and the discovery of Symbar’s location). Then the enslaved or killed as a result. A successful Vigilant test
licensor will probably charge as much as possible in add-on fees, which reveals that the wizard is withholding or lying about
means that the player characters will have to pay at least 1000 thaler. something, but she (or he) will stand her ground,
Characters who have difficulties raising that kind of money have a few maintaining that this route is the best possible
painful options to choose from: selling properties, artifacts or other assets; compromise between risk and speed, and that the
borrowing the missing sum at high interest rates; or offering to sell future Blood-Daughter’s army is gathered around the stone
shares in their expedition. Given the level of risk, the interest rate should be fortress of Yeseda and therefore easily avoided.
25% per month (20% with a successful Persuasive test), and persons who
are offered future shares should demand 10% for every hundred thaler Treasure Hunters
they invest, i.e. 50% for a loan of 500 thaler. Thistle Hold is full of people who have experience
traveling through Davokar, or claim that they have.
These individuals often gather in places such as the
Salons of Symbaroum, the Ruin Inn, or the tavern
Legends, and are of course happy to impart their
know the forest well – from personal experience as wisdom, at a reasonable price. Unfortunately, they
well as from legends and witness accounts. know little about the depths of the forest, even
These people will of course demand payment for though they claim to know better than “the Arch
their advice – they are perfectly aware of what is Troll, the Primal Blight Beast, and the World Serpent
at stake and see an opportunity to make a decent put together!”
profit. The player characters can expect a starting Whether the player characters seek out indi-
price of one hundred thaler, which can be negotiated vidual treasure hunters or sit down with a group
down to seventy with a successful Persuasive test, or already boasting over tankards of Blackbrew, each
fifty if the test succeeds with a margin of 5 or more. of them will demand ten thaler for their insight
The experienced Davokar expert will recom- (seven with a successful Persuasive test, or five if
mend that they travel along the western foothills the test succeeds with a margin of 5 or more).
of the Ravens, and then avoid any rivers and lakes The advice given is simple and unquestion-
when possible. The waterways will always attract able: follow the waterways, in this case the river
the creatures of the forest, both predators and Malgomor, as far as possible – that is the only way
prey; this time of year, they are all on the verge of to survive a long journey through Davokar! And
starvation and therefore particularly aggressive. they do have a point, but only if one sticks to the
outskirts of the forest. Farther in, the rivers are
Ordo Magica virtual monster magnets.
It may seem wise to turn to the local Ordo Magica
chapter for advice. It is not a bad idea per se, but Map
the problem is that the true loyalty of the wizards When the player characters have decided on a
tends to belong to someone other than their paying route, they can try to learn more about it – specific
customers. They frequently serve the nobles who areas to avoid, dangers to look out for, and places
are funding their projects, but most of all Queen that are relatively safe or can offer various forms
Korinthia – she is the chief protector of the order, of resources.
and the Grand Master has clearly stated that the Such information can be obtained from people
organization’s main responsibility is to serve “the as well as from written sources. As far as the for-
Queen and the Ambrian people.” mer is concerned, it is of course possible to seek
Whether the characters have the contacts to help from the groups and individuals described
secure a meeting with one of the Masters or must in the previous section, but in this case it could be
make do with an adept, the information will cost extremely dangerous to put one’s trust in boastful
them: one hundred thaler which can be negotiated treasure hunters. Archives can be found in several
down to seventy with a successful [Persuasive –5] test, places in town, the most well-stocked being the
or fifty if the test succeeds with a margin of 5 or more. Queen’s Legation, Ordo Magica and the Town Seat.

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PRELUDE TO THE EXPEDITION 6
Information from People journey to Symbar, the player characters will soon
How much help they gain from conversations with find that access to skilled guides is severely limited.
individuals claiming to have information about People they may have hired in the past could be
their route simply depends on how much they are impossible to contact – either dead, fully booked,
willing to pay. Trusting the misleading informa- or determined to mount their own expedition.
tion offered by ordinary treasure hunters (cost: Thus, finding a capable guide will be a challenge
1–9 thaler) will even have negative effects during for the player characters, and most likely a social
their travels through Davokar. Technically, their one. They will have to persuade one of the guides
leader/guide gets a –1 penalty to orientation tests in town to ditch any prior engagements and come
and +1 to rolls on tables 4 and 5. with them instead, preferably without their current
Should they instead make the effort to search for client realizing what is going on. Here are some
experienced forest travelers, they can actually get suggested means of exerting pressure:
some help, in which case they get a +1 modifier to
the orientation test and a –1 modifier to rolls on the ◆◆ Sabotaging the guide’s current plans, for
tables. But the question is how deep into the forest example by eliminating expedition members
the person has ventured. An experienced treasure or destroying supplies.
hunter at the Salons of Symbaroum or the Ruin will ◆◆ Negotiating better terms, promising the guide
demand 25 thaler (20 with a successful Persuasive more money or even future shares.
test), but the information will only be useful while ◆◆ Digging up some secret that gives them
traveling through Bright Davokar (see the map on leverage over the guide, for example that the
page 135). Sources like Ordo Magica can also provide person in question has stolen from or actively
information on Wild Davokar, at a price of 50 thaler worked against former employers.
(40 with a successful [Persuasive –5] test). ◆◆ Convincing the person that the player
Finally, there are a few people whose information characters’ expedition has a greater chance of
can give the characters a bonus to said test through- success or even survival.
out their whole journey, including those mentioned ◆◆ Asking for written evidence that some dignitary
above under Experienced Fortune Hunters. These will act as the expedition’s protector, for exam-
will charge 100 thaler for such detailed information, ple Mayor Nightpitch, Chapter Master Cornelio,
or another 5% in future shares – can be haggled down Father Elfeno or Lysindra Goldengrasp.
to 80 thaler/4% with a successful [Persuasive –1] test.
Note that a group which has already contracted any
Written Sources guide stolen by the player characters will not exactly
Finding reliable information in the messy archives be overjoyed with this. If the gaming group is using
of Thistle Hold takes time, even with the paid assis- the rules for scheming (see page 123), all characters
tance of the notaries. Normally it costs 1 thaler a should get a –2 modifier to their relations with that
day and grants access to the archives, and another faction. Otherwise the Game Master can simply try to
ten thaler a day for personal assistance (which adds keep it in mind and let it come back to bite them when
+1 to tests for Research In Archives, page 100 in the the groups meet during the exploration of Symbar.
Advanced Player’s Guide). Table 11 lists a handful of guides to choose from
Each participating player character makes one or use as inspiration when creating your own
success test for every full day of research, up to a wilderness experts. Should additional stats and
maximum of three successes. characteristics be needed, the Game Master can
The first success adds –1 to rolls on tables 4 use those described on page 132 in the Symbaroum
(Enemies) and 5 (Terrain), or –2 if the roll suc- Monster Codex.
ceeds with a modification of 5 or more, but only
in Bright Davokar. Other companions
An additional test must succeed in order to Maybe the player characters should consider the
find relevant information about the route through possibility of hiring additional experts for their
Wild Davokar, and yet another one for the journey expedition, to fill in their own knowledge gaps or
through the darkest of the dark. In the latter case, strengthen the group in other ways. Described
the modifier can never exceed –1. below are a handful of professionals whose skills
might be useful on the journey; the Game Master
Guide is free to give them names, appearances and per-
Rules and guidelines for wilderness guides are sonalities based on what kind of people the player
found on page 89, but while preparing for the characters are looking for.

121
Table 11: Wilderness Guides

Companions and Name Bushcraft Vigilant Description


Death Tests Level
Fonsiul III 15 Famous goblin with a temper; already contracted by House
Even if the player char-
Kohinoor
acters are to use their
Arval III 13 Timid youngster from Clan Baiaga; already contracted as a
companions as addition-
reserve by Iasogoi Brigo
al player characters, we
recommend that they be Crooky III 11 Stoop-shouldered ogre with a sense of humor; is planning
her own expedition to another destination
fundamentally handled
as non-player charac- Vindel II 15 Elderly Ambrian, retired from the Queen’s Rangers; thinks
ters. This would mean the directions to Symbar are nonsense and that everyone is
going to die
that they cannot make
Death Tests, but will die Hygla II 13 Scarred, love-struck goblin; also pregnant and therefore
reluctant to embark on longer journeys
once their Toughness
reaches 0.

We propose that the player characters be allowed effective abomination slayer, with powers such as
to decide exactly what their companions are capable Holy Aura, Witch Hammer and Blessed Shield.
of and how experienced they are, by creating them
as independent characters with their own character Interpreter
sheets. These non-player characters should then be There are highly educated individuals who spe-
distributed between the players and become addi- cialize in interpreting between the peoples of
tional player characters over the course of the journey, the region, and who have cultivated the ability
in situations where their expertise can be of use. to express themselves in the otherwise extinct
The number of creation points that can be used Symbarian language.
to acquire abilities, boons, equipment and such for In the company of an experienced interpreter
each companion is determined by how many future with Loremaster (novice), the player characters
shares the player characters are willing to give up: can communicate in foreign human languages (for
the non-player character gets 50 creation points example the barbarian tongue) without passing
for every other percentage the player characters any Cunning tests; at adept level the same applies to
have promised him/her, to a maximum of 5% (that the languages of elves and trolls, and a master has
is, 150 points). the same effect on conversations in Symbarian.
Should this procedure be too burdensome for the The strong linguistic ability also gives the
gaming group’s liking, there is a vast array of char- player characters +5 to Persuasive when negoti-
acters described on page 122–139 in the Symbaroum ating to avoid combat, if the Game Master deems
Monster Codex. Certain adjustments will likely have it at all possible.
to be made, but at least there are stats to build on Finally, the gaming group can benefit from hav-
for most of the types below. ing someone with whom their own loremaster can
discuss and analyze finds, artifacts, ancient texts,
Monster Hunter and the like. Technically, this means that the player
The Monster Hunter profession is described on page characters have two chances to pass all success tests
15 in the Advanced Player’s Guide, where appropriate related to Loremaster, as long as the level required
traits, abilities and boons are also specified. Aside does not exceed that of the interpreter.
from participating in regular combat, the monster
hunter’s knowledge about beasts or abominations Sellsword
(the Beast Lore ability) can give the entire gaming In Thistle Hold there are plenty of battle-hardened
group a much-needed damage bonus in times of veterans and well-trained youngsters seeking work
of peril. as freelance warriors. In this case, the players are
free to create their companions any way they like in
Priest/Theurg order to bolster their own weaknesses. Perhaps they
Priests can have different areas of expertise, need a warrior on the front line, capable of soaking
but for a journey through Davokar, their healing up a great amount of damage? Or maybe they are
or holy powers may be of particular interest. in need of a ranger who is a skilled marksman as
Furthermore, a combat-oriented priest can be an well as a competent tracker?

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PRELUDE TO THE EXPEDITION 6
Ritualist In the run-up to departure, the player char-
Rituals are among the most powerful means of acters can expect double the prices listed in the
problem solving this game has to offer, and unless Symbaroum Core Rulebook and the Advanced Player’s
the player characters are very broad in their mystical Guide. A successful Persuasive test reduces the
training, there will likely be a knowledge gap or price premium to x1.5, and if it succeeds with a
two that needs filling. There are rituals for tracking difference of 5 or more, the wares are sold at the
and finding, protecting and concealing, but also normal price.
for communicating with animals and spirits – all If the Game Master wants to make things a little
of them very useful for expeditions trying to reach more complex, there could be a risk that the supply of
the heart of Davokar. certain goods is so limited that the player characters
can only find 70% or maybe just 50% of what they
Witch need. If so, the players must then roll 1d10 for each
Witches are partly covered by the category above, good they wish to purchase – for a single item, a
but deserve their own mention. The brutality of result of 1 means that it is not available in town; for
the Sovereign’s Oath toward the mystics of Davokar mass produced goods (such as Waybread or Herbal
has forced many witches to flee, and though most Cures) a result of 1 means that they can only buy half
of them have sought refuge on Karvosti or with of what they need, while rolling 2–3 covers 70%. In
the southern clans, they are also found in Thistle that case, the player characters may have to make
Hold. Their ability to lull Davokar’s darkness and a time-consuming detour to Kastor, or plan a heist
abominations to sleep can help the player charac- on some competitor’s well-guarded stores.
ters escape many life-threatening situations, and
the power they wield over weather and wind may Explorer’s Tools
also be of great help. Furthermore, their ability to A list of special tools, many of which could prove
shapeshift or Borrow Beast can be useful for recon- useful on the journey, are described in the Advanced
naissance purposes, for example when scouting Player’s Guide (page 127–128). The players can also
locations in Symbar and spying on competitors. come up with suggestions on additional tools that
grant bonuses or re-rolls in specific situations – the
Equipment Game Master decides what is reasonable.
Last but not least, the player characters will need
the right equipment, preferably items of high qual- Elixirs
ity. The artisans and merchants of Thistle Hold are Characters foolish enough to venture into Davokar
fully aware that several deep-pocketed factions without a large supply of herbal cures and purple sap
and individuals are in need of supplies and tools have only themselves to blame! But there are also other
for lengthy forest expeditions, which is why they types of elixirs that can be of use – antidotes, wraith
have raised their prices considerably. dust, ghost candles and holy water, to name a few.

Scheming
The stakes leading up to the departure from Iron Pact and the Sovereign’s Oath are also there
Thistle Hold are higher than ever before, as great to make trouble. This section describes different
as the potential gains of the expedition. Everyone activities the factions’ agents (the player charac-
involved has plenty of resources at their disposal, ters included) can pursue, while the next section
a relentless determination to win, and a willing- presents a number of specific events that might
ness to do whatever it takes to achieve their goals. befall the player characters, directly or indirectly.
Securing the best companions and equipment will If your gaming group has been using the rules
hardly be enough to emerge victorious; one must for scheming introduced in Karvosti – The Witch
also obstruct, or rather destroy, the competition. Hammer, the following table lists this adventure’s
Sure, some of those involved hesitate to use any and most important factions and their representatives.
all means to achieve their ends, but most of them The table establishes a kind of social playing field for
have no such qualms and would consider pretty the journey, and for the players, these relations can
much anything to ensure their own success. be used to stage a tactical game where negotiations
While things will not get really ugly until the determine whether they succeed or fail.
expeditions are out of public view, the foul play That being said, this element of scheming is
starts in Thistle Hold. And it is not only the parties purely supplemental and can easily be ignored.
leaving from the Hold who have agents in place – the Gaming groups who prefer a simpler game can

123
Table 12: Leading individuals in Mother of Darkness
Name Faction Impressed by Likes Dislikes
Ralgai Melion House Kohinoor Cunning Ambrians Barbarians
Colonel Marvello House Kohinoor Strong Ambrians Witches, blight-marked,
Ironsworn
Sister Losadra Black Cloaks Persuasive Worshippers of Prios Reformists, Witches, Heretics,
blight-marked, Ironsworn
Arelma Black Cloaks Resolute Worshippers of Prios Reformists, Witches, Heretics,
blight-marked, Ironsworn
Iasogoi Brigo Iasogoi Brigo Vigilant Explorers –
Orlandor Iasogoi Brigo Strong – Nobles
Father Sarvola Reformists Resolute Reformists –
Eliana Nidel Reformists Strong Ambrians Barbarians, heretics
Alisabeta Vearra Church of Dead Strong – Witches, heretics, Ironsworn,
Prios non-humans, blight-marked
Agramai Kalfas Sacred of the Old Discreet Nobles Wizards, Worshippers of Prios
Blood
Junia Dardall Sacred of the Old Cunning Nobles Wizards, Worshippers of Prios
Blood
Ardil Iron Pact Vigilant Ironsworn Explorers, blight-marked,
nobles
Yeleta Witches Resolute Witches Sun knights, explorers,
blight-marked
Rábaiamon Sovereign’s Oath Strong – Witches, Ambrians, blight-marked
Odralintos Sovereign’s Oath Resolute – Witches, Ambrians, blight-marked
Karathran Spiders Cunning – –

treat the factions as quest givers or opponents, Sabotage


without complex nuances or rules regarding The factions must be wary of attempted sabotage in
their reactions to the player characters’ deeds. Thistle Hold. The people of Ambria are eagerly looking
In that case, the Game Master decides what is forward to the contest that is about to begin, and they
reasonable from the point of view of each faction/ will not take kindly to an expedition caught using its
individual, or settles the matter with Persuasive power and resources to obstruct other participants.
tests if the need arises. But this will not stop the factions from trying.
Those who want to make full use of the scheming The bullet points below list some examples of
can find detailed rules, as well as a glossary, on things the hunting parties might get up to. In most
pages 58–60 in Karvosti – The Witch Hammer. cases, the agents are independent operatives hired
through an intermediary, so even if the perpetrator
is caught, it can be difficult to figure out who was
behind the attack. Furthermore, it is unlikely that
any blame would fall on the actual leaders of the
Balanced Scheming major hunting parties – they can always have one
The challenges at the planning stage are primarily meant to give the play- of their subordinates take responsibility, claiming
ers and their characters a sense of how much is at stake and how dedicat- that the scapegoat acted on her own initiative to
ed their opponents are. If the challenges are too numerous or too difficult, prove her diligence.
the gaming group might lose hope, which is why it is important to find the ◆◆ Destroying the competitors’ stores/supplies
right balance between highs and lows. Obviously, the Game Master knows by setting them on fire, poisoning them, or
his or her players best, but maybe the expression “three steps forward, one infecting them.
step back” can be a good rule of thumb. ◆◆ Bribing business establishments not to sell
certain goods for a period of time, or to keep
their stores closed.

124
PRELUDE TO THE EXPEDITION 6

◆◆ Outbidding another faction to appropriate its ◆◆ Classic techniques like stealthy maneuvers,
guide or companions, or simply to make that disguises, and secret compartments between
person break his/her agreement and stay at walls are risky, but may work if the target of
home. the operation feels secure.
◆◆ Poisoning or infecting the food at the estab- ◆◆ Bribing or planting “newly-recruited”
lishment where the members of an expedition personnel at inns, taverns, or similar
usually go to eat. establishments. The Shapeshifter trait and
the ritual False Shape can be useful in this
Espionage context.
An essential part of all scheming is espionage – ◆◆ Pretending to have information to sell or to
stealing information that the competitors have offer one’s services as a companion can be a
access to and finding out as much as possible about good way of tricking the target into saying too
their resources, capabilities and travel plans. The much.
latter can be used in negotiations with the groups, ◆◆ Mystical powers and rituals can allow for
or to orchestrate carefully considered attacks or creative solutions to complex challenges
ambushes once they have left Thistle Hold. – for example Shapeshift, Nature’s Embrace,
Listed below are a number of ways to engage in Unnoticeable, Possess, Familiar, Enslave and
espionage in the Symbaroum game world – methods Borrow Beast.
the player characters can use and be subjected to. ◆◆ The Clairvoyance ritual can be used to see
Suggestions on how the information can be put and hear what is happening in a certain
into practical effect are found under the Suggested location; Tale of Ashes has the same effect, but
Scenes heading on page 126. retroactively.

125
Attack of course be particularly exciting if the player
Most factions involved in the hunt for Symbar will not characters were the target of such an operation,
hesitate to use brutal methods. None are stupid enough but it could also be two or more other factions.
to attack their rivals in public, of course, at least not In the latter case, a hunting party allied with the
with their own goons. But there are other options. player characters could reveal that they have a
The purpose of a deadly attack may be to elim- mole working inside a hostile faction, who can
inate the leaders of a rival expedition (e.g. the then be used to delay, mislead or even attack the
player characters) or one or more of their guides/ enemy from within.
companions. Exactly how such an attack is staged Player characters wishing to plant secret agents
must be decided by the Game Master, but the hired in the other expeditions can try to persuade or
thugs may fit one of the following descriptions: manipulate any of their companions, and must
of course watch out for signs that some of their
◆◆ Destitute war veterans tricked into thinking own companions are in the enemy’s service. Some
they are serving the Queen. examples on how individuals can be induced to act
◆◆ A smaller band of sellswords (such as the Blue as infiltrators are:
Company from Adventure Pack 2).
◆◆ An assassin or two (for inspiration, see the ◆◆ A large sum of thaler, at least twice as large
Night Cape/Violing on page 80 in Karvosti – as the promised reward, partially paid in
The Witch Hammer). advance.
◆◆ A group of adventurers in need of funds for ◆◆ Credible threats against the person’s
their own expedition to Symbar. spouse, friends or relatives, preferably with
◆◆ A gang of robbers who have been informed proof that the coercer can easily get to the
about the target’s considerable resources and victim.
valuable possessions. ◆◆ Extortion based on the threat of revealing a
damning secret.
Infiltrators ◆◆ A promise of returning the favor in a big way
It could be really interesting to have some faction (might work on freelancers, but hardly on
plant an infiltrator in a rival expedition. It would faction members).

Suggested Scenes
As previously mentioned, the players must rumors start to spread – which in turn means that
decide to what extent they will actively partici- they are spared one or two of the challenges below.
pate in the scheming; as Game Master you must
listen carefully and turn the player characters’ Negotiations
plans into scenes with suitable challenges. As Before getting into more action-packed scenes,
always, any well-considered strategies should be we should say a few words about the possibility of
rewarded and more reckless endeavors punished other hunting parties inviting the player charac-
with tougher opposition or serious complications ters to take part in negotiations. If the characters
– maybe the identities of the player characters are are already familiar with one or a few members of
revealed, which gets them into trouble with the House Kohinoor’s expedition (for example Colonel
Town Watch and/or the affected faction; perhaps Marvello or Ralgai Melion), they could be invited to
they themselves are followed after completing the a meeting. Both Iasogoi Brigo and Agramai Kalfas
mission, with the result that some competitor finds might be interested in exploring the possibility of
out where they keep their equipment… a future alliance, or proposing a partnership that
The scenes below, however, are about the player includes the upcoming journey. It could also be the
characters being subjected to the foul play of rival Reformists’ agent in town who requests a meeting,
hunting parties. These can be used as they are or especially if the player characters have worked with
serve as inspiration; either way, it is up to the Game one of their leaders in the past.
Master to decide if and when they occur. Most of No matter who attends, the meeting will most
them require that one or several factions are aware likely take place in secret, perhaps on a farm outside
of the player characters’ presence and know that the palisade. The invitation could be a trick to draw
they are planning an expedition; if they manage to the player characters away in order to sabotage their
enter Thistle Hold unseen, a suitable reward could equipment/supplies, or maybe to lure them into
be that it takes a day or two before the inevitable an ambush. Otherwise it will probably be a tense

126
PRELUDE TO THE EXPEDITION 6
meeting primarily dealing with the five issues Under Attack
below, where the opponent tries to obtain as much Why not subject the player characters to a good
information as possible without revealing its own old-fashioned ambush? Who is behind it and who Action-oriented
strengths, weaknesses, intentions, and so on. See the ultimately gets hired to do the job (see page 126) is up
Factions section (page 143) for details and inspiration to the Game Master, but the objective should be clear:
Players
for the negotiation. to eliminate a competitor from the playing field. Joining forces with
It should be a challenging fight, in a place where another faction
◆◆ The purpose of the journey the player characters are more or less trapped whilst still in
◆◆ The planned route with clear milestones with no one to help them. Perhaps they are lured Thistle Hold can be
◆◆ The expedition’s resources/manpower to a meeting in some murky basement, or to the perfect for gaming
◆◆ Opinions on other hunting parties shadows near the palisade to the northwest? As groups who do
◆◆ The possibility of collaborating or even for the opposition, the Game Master can consult not enjoy planning
merging the chapter titled Balanced Combat Resistance in and preparation.
the Symbaroum Monster Codex (page 178), and make Everything from
Scapegoats adjustments based on the situation and environ- recruiting compan-
The agents of the Sovereign’s Oath are planning to ment – for example, if the player characters count ions to purchasing
kill two birds with one stone by setting fire to the as veterans, the hired assailants could be pc×2 supplies could then
Black Cloak expedition’s stores and incriminating Ordinary enemies with a Strong leader. be handled by said
the player characters. For this they will need an item faction, but it would
that points to one of the characters, which means that Unwanted Seasoning be very costly for the
the plan can be nipped in the bud… If the player characters are staying at an inn or player characters.
The item (the Game Master decides which one) can similar, and are not extremely careful about how If they are part of
be obtained in various ways, largely depending on their food is cooked and served, they may be in for Iasogoi or Agramai’s
what precautions the player characters have taken. If an unpleasant surprise. Perhaps the Black Cloaks group, they can
it is left unattended in a place known to the Sovereign’s are trying to delay them (and other competitors) by expect a collective
Oath, this is of course where they will steal it; another making them seriously ill? Whatever the case, one reward of 8% and
option is pickpocketing in the streets. In the latter of the factions hire an agent to discreetly lace their 12% respectively in
case the Game Master should instruct the targeted supper with an elixir containing poison or contagions. future shares, which
character to make a success test without explaining The Symbaroum Monster Codex (page 169) offers can be negotiated
why; in reality, the test is made against [Vigilant –5]. guidelines for handling diseases in Symbaroum, and if up to 10% and 15%
On failure the game continues without the character the gaming group does not have access to it, the Game with a successful
noticing the theft. Master can draw inspiration from the Pale Death [Persuasive –3]
Shortly thereafter the small monastery in town which is described in Karvosti – The Witch Hammer test. If the faction
is set on fire, and before long a captain of the Town (page 65). It will probably be some kind of serious is House Kohinoor,
Watch (possibly one of those featured in Wrath of the (Strong) disease. Once in the food, the contagion the characters are
Warden) shows up with pc×2 guards to take the player cannot be detected with success tests. promised 1% each –
characters to the Penitentiary pending investigation. How poisons work is described in the Symbaroum no more, no less.
How this ends is up to the Game Master to decide, Core Rulebook. In this case it is most likely a Strong
based on what contacts the player characters have poison, which a taster can detect with a successful
and how they handle the interrogations. Vigilant test and either the Alchemy or the Poisoner
Catching the thief in the act, out in the open or ability. The person tasting the food is affected by the
indoors, prompts a pursuit through town. Use the poison, but in such a small dose that it counts as a
rules for Flight & Hunt (page 102 in the Advanced Weak poison.
Player’s Guide) to determine the outcome. The burglar/
pickpocket has Quick 15 (–5), and if she is caught the Extortion
player characters will likely be disappointed: she At some point when one of the player characters
does not know who hired her, only that he spoke bad is alone, he or she is approached by a young gob-
Ambrian with a barbarian accent. If they frisk her, a lin who hands over a leather cylinder bearing no
successful [Vigilant –1] reveals a hidden leather purse mark or sigil. The goblin hisses mysteriously: “Psst,
containing a few coins and, more importantly, an secret, just for you” before running off. Inside the
uncut ruby with cracked surfaces (worth: 50 thaler). cylinder is a threatening letter and a lock of hair
The player characters may already be aware that this that may have come from the target mentioned
is the preferred means of payment of the Sovereign’s in the letter. The Game Master decides who sent
Oath – otherwise it takes a Cunning test with the it and who the target is, but the following might
Loremaster ability to reach that conclusion. serve as inspiration:

127
My friend, Master to decide, depending on how dark the gam-
Relax. Nothing bad will happen, as long as you do as I say. ing group’s version of the game world is.
Swallow your frustration, ignore your pride – in situations
like this, such feelings will only lead to misery and woe. The Mole
You will persuade your friends to postpone the journey Something that could definitely make the jour-
to Symbar by at least one month. The reason is yours to ney through Davokar more exciting is if one or a
decide; a crafty type like yourself will have no trouble couple of rival factions have managed to plant an
coming up with a convincing story, especially now that infiltrator in the player characters’ expedition. The
your motivation is so strong. Speaking of which… likelihood of this happening increases with every
If you fail, you will have caused the death of your sis- companion the characters recruit, as this makes it
ter. When her corpse is found, it will seem as though she more difficult for the leaders to expose a suspected
fell victim to a brutal accident, or maybe some horrific defector. The contract could be drawn up before
illness. But you and I will know the truth: that you are the agent is recruited or after a deal has been made
responsible, because of your stupidity or stubbornness. between the player characters and the mole, and
the arrangement between the rival faction and
Best of luck, its infiltrator may vary as well – it could be based
V on threats against a relative, financial reward, a
promise of promotion, or future favors. The mole’s
Ideally, the designated target will be somewhere near objective can either be to provide the employer
Thistle Hold; then the player character could tell his with information or try to sabotage the characters’
or her friends and possibly head out on a short rescue expedition. It would be particularly interesting if
mission together, in the hope of getting the “sister” there were two of them; one of each type…
to safety. Perhaps they will find that she has already Described below are a number of activities which
been kidnapped, which leads to another short inves- the mole can undertake, along with suggestions on
tigation, followed by a less challenging confrontation how they can be detected and what kind of clues the
with a group of thugs tasked with guarding “her”? player characters might find. Note that both types
Whether or not the person who wrote the letter of infiltrator may begin their operation even before
will follow through on the threat is for the Game the expedition leaves Thistle Hold.

Table 13: The Mole’s Activities


Activity Effect Clue Proof
Mixing laxatives into The animals get cramps Active search and [Vigilant –5] with With [Vigilant –5] while examining
the pack animals’ feed and diarrhea, become Alchemy/Medicus reveals traces of the everyone’s packing, a vial of elixir is
bags exhausted and need to substance found; the owner claims that it was
recover – motionless planted (Game Master decides)
for one day, half speed
for two
Leaving marks for The player characters Active search around the campsite and With constant, discreet supervision
allies to follow suffer a surprise attack [Vigilant –5] with Bushcraft reveals fresh and [Discreet –5] the mole is caught
marks on a tree trunk making a mark; blames fruitless
search for chewing resin
Piercing holes in the The bread becomes A successful Vigilant while eating [Vigilant –5] while frisking the entire
packaging of the moldy and eventually suggests that the bread is drier than it group leads to the discovery of an
Waybread inedible should be; a subsequent [Vigilant –5] awl-like object that matches the
reveals tiny holes along the seams of the holes; the owner claims that it is a
packaging toothpick
Stealing/destroying Mainly focused on A successful Vigilant with Medicus while [Vigilant –5] while frisking the entire
elixirs healing drugs (herbal inspecting the supplies reveals that dos- group leads to the discovery of two
cures, antidotes, purple es have gone missing (noticed automati- doses of different elixirs that the mole
sap, etc.) cally if daily records are kept) has not yet disposed of; the owner
claims that they are his/her own
Poisoning a specific Delay the group or kill [Vigilant –5] from the person eating/ [Vigilant –5] with Alchemy/Poisoner
individual or the entire one of its key members drinking reveals a suspicious flavor; while examining the hands of the
expedition (e.g. leader, guide, or [Vigilant –5] with Alchemy/Poisoner re- entire group reveals stained finger-
tracker) veals that the poison comes from a local tips; the person claims to have picked
berry plant regular edible berries

128
TO SYMBAR 7

ACT 2:

To Symbar
The stage is set, the equipment procured, and the objective clearly defined – it
is time to head out! The second act focuses entirely on the journey to the great
ruined city of Symbar in the dark heartlands of Davokar. First up is a general
overview of the various hunting parties leaving for Symbar at roughly the same
time as the player characters, from Thistle Hold or elsewhere. The chapter that
follows describes three routes with different characteristics and a number of
events that may occur on the journey, before the act concludes by addressing the
arrival in the Symbar area.

If you and your group choose to play the adventure On the other hand, this is just a design premise,
as it was designed, there is a significant risk that the not a law. Should your gaming group prefer an
characters will never reach their destination. Such is exciting, but not very dangerous trip from point
the world of Symbaroum – as dark and dangerous as it A to point B, then that is of course what you should Dead or Alive
is potentially rewarding and (in rare cases) peaceful. give them. Some groups may even want to handle Some of the expedition
Besides, the journey to Symbar is one of the most the journey summarily, in the form of a narrative leaders will be people the
dangerous undertakings a person can attempt in this or in a single gaming session, which is entirely player characters may al-
world, so if the characters think they will be following possible and completely up to them. Symbaroum is ready have encountered,
a graveled, birch-lined avenue all the way to the Mother your game, and its world is yours to shape exactly in past episodes of the
of All Darkness… Well, then they are in for a surprise. the way you like it! Throne of Thorns or in
other published adventu-

The Hunting Parties


res. If one or several of
these were killed during
Due to the unrest in Ambria and the ongoing war or other points of departure. The purpose of this gene- previous sessions, or
between the Queen’s people and the Sovereign’s ral overview is to help the Game Master portray the affected in a way that
Oath, no faction is prepared to sacrifice an unli- journey through the forest. A more detailed presen- makes their participation
mited amount of resources and manpower in tation of all groups is provided in the third act, with unlikely, we suggest that
their search for Symbar, at least not before the information on, and stats for, important non-player the Game Master keep
authenticity of the directions has been verified. characters, the specific goals of each group, their the stats specified in this
Consequently, the hunting parties setting out willingness to compromise, etc. There we will also adventure and simply
from the Queen’s realm are not entire armies or introduce the groups already in place – the Sovereign’s give the individual a new
regiments, but smaller groups made up of extremely Oath, the Iron Pact and the Witches. The reason for name, background and
competent (or otherwise prominent) individuals. this division is that the composition of the expeditions (if need be) personality.
Below is a broad description of the hunting parties, will change on the way to Symbar, and so it is not
as they exist when the expeditions leave Thistle Hold necessary to go into detail twice.

129
House Kohinoor at the helm (or Sister Engala if Losadra was killed
Had the domestic situation been different, in a previous adventure). Always at her side is
Korinthia Kohinoor would probably have sent her the theurg Arelma, filled with the holy wrath of
entire army plowing through Davokar. While her Prios. Their force is mostly made up of well-trained
seventy-five-member expedition is much larger and Black Cloaks, but there is also room for a number of
better equipped than all the others, it is a strategic former Templars who would not pledge allegiance
force rather than a military unit. to Dead Prios, as well as a handful of fanatics who
Aside from verifying the authenticity of the demanded a chance to die fighting the darkness
directions, the group’s objective is to gather infor- at the black heart of Davokar. The hunting party
mation about the ruined city and secure as much is guided by two experienced agents who know
of its treasure (riches and knowledge) as possible. the forest well (Vigilant/Bushcraft 15/III and 13/
They are authorized to form tactical alliances, but III), and each member has a battle-trained horse
also instructed to make sure that no one else leaves (Symbaroum Monster Codex, page 133).
Symbar alive. Aside from supplies, the expedition is carry-
The expedition is led by the noble Ralgai Melion, ing twelve doses each of a handful of common
a seasoned member of the Royal Sekretorium. At elixirs (antidotes, herbal cures, and purple sap),
his side he has Colonel Marvello, a veteran Davokar five doses of elixir of life, and a vial containing
traveler known for his energy and resolve. They six drops of Water of the Dusk. Furthermore,
command a relatively powerful force, mainly com- Brother Eumenos has given Losadra a mighty
prised of rangers and wizards – how many of them artifact known as the Sun of Steel, due to the vital
will actually reach Symbar is stated on page 146. nature of the mission.
These are accompanied by three experienced The Lawgiver’s followers have faith in their god,
guides (Vigilant/Bushcraft: 15/III, 15/II, 13/II), two but also know that Prios holds limited power over
alchemists (master, Cunning 15), one royalist liturg the armies of Darkness. The expedition will choose
(Symbaroum Monster Codex, page 123), and two the western route, via Jerak’s Sinkhole and Eulia’s
scholars trained as interpreters. Finally, they are Fire Mountain, before heading east to Symbar.
also bringing along three boat builders, a handful
of servants/squires, twenty or so carriers, and a Iasogoi Brigo
dozen hardy mules. Six years have passed since Iasogoi returned from
Barring some terrible mishap, the members of his triumphant expedition to the Catacombs of
Ralgai Melion’s expedition will probably be alright. Akkona, located under the ruined city of Odaban.
They have abundant supplies and start off with Until now he has been resting on his laurels and
at least ten doses of every elixir and three sets of made tentative attempts to enter the political arena,
all relevant Tools of the Trade (Advanced Player’s but since his father Edogai was caught conspiring
Guide, page 127). against the Queen (see Yndaros – The Darkest Star),
Determined to be first on the scene, House the family name has been sullied.
Kohinoor’s expedition will of course choose the Iasogoi is a fortune hunter with a fortune hun-
route described under Along the Malgomor on ter’s goals, but this time not everything is about
page 136. bringing back as much treasure as possible – the
most important thing is to return, and to do so with
The Black Cloaks an item or two worthy of his status as Ambria’s
Until they are ready to head out, the Black Cloaks foremost treasure hunter!
will keep a low profile. If the opportunity arises, they Iasogoi is leading the group together with
may try to take out or damage groups they consider his long-time friend and guide, the changeling
potential allies of House Kohinoor. Otherwise they Orlandor. Despite their tarnished reputation, the
will save their resources for what is to come, in two of them have no problem attracting compe-
Symbar. They think they have the competence and tent companions; many are proud to take part
strength to achieve their goal, and even if they do not, in Iasogoi’s expedition to Symbar. One idea is to
they are convinced that the Lawgiver is on their side. draw inspiration from the list of Mother Mehira’s
Their overriding priority is to sabotage the Warriors, Pathfinders, and Mystics on page 44
Queen’s hunting party. Secondly, they are to combat in the Core Rulebook when describing individual
the corruption growing in Symbar to prevent it expedition members.
from taking hold and spreading under Prios’ sky. The group has another guide besides Orlandor
The expedition is directed by the Whip of Prios, (Vigilant/Bushcraft 15/II). Wise from experience,
the Sun Church’s inquisition, with Sister Losadra they are also bringing along two alchemy-trained

130
TO SYMBAR 7
medici, but otherwise they expect to manage on
their own in terms of language skills and lear-
ning. They have plenty of carriers: two dozen Elmendra to Symbar
experienced goblins, each leading a mule – not
as many as he brought with him to Odaban, but If the fortune hunter Elmendra is alive, she too will be heading for Symbar.
enough to bring back a considerable number of The Game Master decides whether she puts together her own group or joins
items and treasures. Lastly, Iasogoi is joined by someone else – most likely Iasogoi Brigo or House Kohinoor. Alternatively,
young Rosela Kohinoor, the Queen’s cousin once she may of course accompany the player characters, maybe even as leader
removed – partly as a precaution against attacks of their expedition, in which case one of the players should control her as a
from Korinthia’s hunting party. second player character during various challenges.
Iasogoi comes prepared for every eventuality
and has enough resources to keep large stores of
supplies as well as elixirs and special tools. The
Game Master can assume his expedition starts the The Reformists
journey with at least ten doses of every common Father Sarvola’s hunting party is one of the smal-
elixir (antidotes, herbal cures, purple sap, etc.) and lest, but on the other hand, they have Aluin and
two sets of any Tools of the Trade they might need. the Lifegiver on their side. Furthermore, they
Why walk straight into the unknown when you expect to be in a good position to negotiation with
can let someone else pave the way? Iasogoi Brigo almost all who reach Symbar.
and company will be following House Kohinoor, Sarvola’s main objective is to stop House
heading out one day later and trying to maintain Koh i noor ’s e x ped it ion f rom es t abl ish i ng
that distance. He knows the political game well, dominion over the ruined city, which will be Sarvola and his son,
and assumes that Ralgai Melion sooner or later accomplished through cooperation with other hiking along the roots of
will try to eliminate all competition. groups. Secondly, he will try to disturb the ruins the Ravens.

131
as little as possible and contribute to the Iron The Knights of Dead Prios
Pact’s efforts to keep the darkness fettered. Iakobo Vearra has sent the largest of his remaining
Father Sarvola is of course the obvious leader suns to verify the position of Symbar. Once he recei-
of the expedition, but in practice it is mainly ves word that the ruins have been found, he will
Field Marshal Eliana Nidel who is running personally set off with the rest of his church – that
things. Aluin is also a central figure, though one is where the final battle against the armies of the
can hardly call him a leader. They are accompa- Eternal Night will be fought!
nied by a mere handful of experienced soldiers Having verified the directions and sent a kit
from Duke Ynedar’s escort, as well as the witch of pigeons south to report their conclusion, the
Kathman. The plan was for Elori to come with knights have three main objectives. The battle
them as well, but he went into hibernation just against the evil of Symbar will have to wait until
days before departure. As long as Aluin is with reinforcements arrive; in the meantime, the
them they should not need much in the way of Witches, the Reformists and the Iron Pact’s groups
equipment or supplies, but nevertheless, given shall be hunted down and destroyed.
the boy’s capricious nature (he might suddenly The sun traveling to Symbar is commanded by
decide to disappear or join another group), the the First Revenger’s daughter, Alisabeta Vearra, once
expedition has ten carriers and three animals known as the Sun Princess and described in more
in tow. Kathman serves as both guide, inter- detail in Karvosti – The Witch Hammer (page 26). With
preter and alchemist – stats as Witch, Keeper a few exceptions, her expedition is comprised enti-
on page 124 in the Symbaroum Monster Codex, rely of former Templars and their squires. Normally,
with Bushcraft III. Alisabeta knows the forest well enough that her sun
Unless the Game Master has other plans, Aluin has no need for a guide, but for the journey to Symbar
will be traveling with his father, at least for the she is bringing along two guides whom she picked up
most part, long enough that they will have eve- in Kastor, against their will (Vigilant/Bushcraft 13/III,
rything they need. They also have the Compass 13/II). In addition, all knights and squires have their
of Einon, given to them by Elori before he fell own mounts – the former battle-trained horses, the
asleep – it will come in handy on the journey and latter regular ones (Symbaroum Monster Codex, page
during their stay in Symbar. 133) – which carry all the baggage and supplies needed
Father Sarvola’s expedition will depart from for the expedition.
Ravenia and travel across the western foothills The knights have no particular assets except
of the Ravens, until they are in line with Eulia’s their burning desire for vengeance and their
Fire Mountain where they continue northwest capacity for self-sacrifice, and in most cases that
through the forest. is enough.
Speed is of the essence for the impatient knights
– they will travel north from Kastor to the Black
Pitch Mire, and then follow the river Malgomor
until they reach the tributary from Eulia’s Fire
Clearing the Board Mountain. From there they will go straight to
Game Masters who would rather not keep track of all the hunting parties Symbar, through the forest.
and strong-minded individuals could use the journey to get rid of unwan-
ted factions. Some expeditions could certainly be wiped out on the way to The Sacred of the Old Blood
Symbar, or get lost so that they are either delayed or forced to turn back. It Disguised as a group of independent explorers,
is also possible to merge certain groups from the start, provided that such Agramai Kalfas and company will seek collabora-
an alliance seems reasonable based on their goals and values. tions, both to reach Symbar in one piece and to get
Then again, the Game Master must think carefully before making such their hands on its treasures. Agramai is of course
adjustments. For example, removing House Kohinoor or the Reformists would already a celebrity in Thistle Hold, as famous
diminish much of the political game relevant to The Chronicle of the Throne for his generosity and festive spirit as for once
of Thorns. It is also important to find the right balance between potential having been the local Sanitation Commissioner.
alliances – for instance, if Iasogoi’s expedition was removed, House Kohinoor His decision to launch a new career as an explorer
would suddenly be standing alone against a temporary pact between hunting has made many townsfolk root for him over the
parties wishing to sabotage the Queen; in that case the Black Cloaks and/or Queen and the others.
the Reformists may also have to be removed. The Game Master decides, with The mission Agramai has been given by his
the goal of creating as great a gaming experience as possible. superiors is to find a cure for undeath, in the form
of written recipes or rituals. Personally, he is more
interested in artifacts, powers and other kinds of

132
TO SYMBAR 7
rituals – things that could enhance his own power. enlisted the services of two skilled guides (Vigilant/
Ideally a certain Throne of Thorns. Bushcraft 15/III, 15/II) who are also expected to
So, Agramai Kalfas, also known as the Prince, attend to the main members of the expedition.
has been tasked with leading the expedition. But Apart from the supplies and common elixirs
as it comprises half a dozen self-aggrandizing and carried by their six battle-trained horses, the
power-hungry individuals – Sesario and Esmerelda little group has one considerable asset: its abi-
are expecting trouble – if the Prince should fall, lity to raise the living dead to fight for them. All
everyone is informed that Junia Dardall will pick up of them know the Raise Dead ritual, and both
the mantle. Aside from its leaders, the expedition Agramai and Junia have access to the mystical
is composed of six members of the Sacred of the ceremony Mass Resurrection (see Yndaros – The
Old Blood – all of them nobles with a taste for the Darkest Star, page 72).
power that corruption can bring. In addition, they Agramai and his companions will try to secure
have hired a dozen sellswords bound with slave an alliance before leaving Thistle Hold – first
runes, who are used to traveling through Davokar with the player characters, perhaps, otherwise
and tasked with serving food to their superiors, with Iasogoi who then agrees to travel to Symbar
building shelters, massaging sore feet, and leading together (concerned as he is by the threat from
the group’s six pack horses. Lastly, Agramai has House Kohinoor).

Routes
This section describes three different routes … not make any rolls, and instead choose one
from Thistle Hold to Symbar – some shorter than or multiple events from tables 2–5, in accordance
others, but also more dangerous. They are presen- with the numbers indicated in the Challenges
ted below in descending order, from the longest column.
and safest to the shortest and most perilous, all … ignore the “chicken rules” and instead make
of them broken down into a number of legs which one roll per day (or hexagon), and let the journey
offer different travel conditions. take its time.
Each route is first described in general terms,
before the details of each leg are laid out in a Finally, each route comes with two suggested scenes
table of four columns with the headings Mode of of a more detailed nature, designed to reflect the
Transportation, Days, Terrain, and Challenges. differences between them. These can either be
The mode of transportation listed may differ used in addition to the challenges or replace them
from what normally applies in various parts entirely, depending on how many scenes the Game
of Davokar, due to local conditions or special Master wants the player characters to experience
circumstances, which in turn affects how on their way to Symbar.
long it takes to cover that distance at normal
marching speed. The Terrain column mostly Along the Mountains
has to do with what kind of encounters might Given that the journey starts in Thistle Hold, the
befall the travelers, which of course affects the route along the Ravens is longer than the other
challenges they face. And lastly, Challenges – a ones presented here, but also involves the least
column with suggestions on how many times exposure to the darkness of Davokar. Although
the travelers must roll on tables 2 to 5 during the path winds its way through hills and valleys,
each leg of the journey. the vegetation is often much sparser and the trees
Note that these guidelines differ somewhat both thinner and shorter.
from the general rule that an expedition must The threats lurking in the shade of the moun-
roll on the tables once a day. The reason is of tain range differ, in both form and number, from
course that the journey to Symbar could get those normally encountered under the foliage.
tediously long if something has to happen every Sure, there are flocks of jakaars and belligerent
single day, but as always, this is ultimately goblin tribes, but on the western slopes of the
decided by the Game Master. Some alternatives Ravens one is more likely to encounter mountain
could be to… trolls, wraith owls and stone boars. And while
unfortunate forest travelers might face king
… make the number of rolls indicated in the tables, toads, abominations or Iron Pact warbands, their
but demand a re-roll whenever the result shows equivalent in the mountains will probably come
that nothing happens. across a hungering drakworm instead.

133
0 20 40 60 80 100 km N

Nv

No
v

o
sv

So
S

Leg b5 Leg a5

Leg c5

Leg b4
Leg a4

Leg c4

Leg b3

Leg a3
Leg c3

Leg b2
Leg c2
Leg a2

Leg c1

Leg b1
Leg a1

Dark
Davokar

Wild
Davokar

Bright
Davokar
134
TO SYMBAR 7
The Beast Clan Table 14: The Route Along the Ravens
Since the escape from Thistle Hold, the so-called
Beast Clan has established several settlements Leg Mode of Days Terrain Challenges
north of Clan Vajvod’s territory. The main Transportation
settlement, where Chieftain Helionor is based, Leg A1 Riding 8 Ambria 0
is located just east of the Black Pitch Mire, but Leg A2 Riding 5 Bright 1
a handful of smaller outposts have also been Davokar
established, both in the mountains and near the Leg A3 Walking* 10 Bright 1
southern edge of the forest. Davokar
A hunting party from one of these settlements
Leg A4 Walking* 12 Wild 2
will discover the player characters, who in turn Davokar
might not detect the threat until the ambush is upon
Leg A5 Walking 8 Dark 1
them. The scout who spots them is bone-crafted, Davokar
circling the sky on its wings, and it takes a suc-
* Winding path and/or terrain unsuitable for riding
cessful [Vigilant –8] test to even notice the “oddly
shaped bird.” A subsequent Cunning test with Beast
Lore reveals that it is actually a winged human.
Player characters who follow the creature with confusing than clarifying. For example, if asked
their eyes can see it circling above them, before whether Sarvola is north or south of the player
flying southwest where it eventually swoops down characters, he might answer that it depends on
among the trees. what meaning one attaches to such words, which
The trap will be set in some form of narrow after some consideration leads to the conclusion
passage, where the melee-oriented warriors of the that his father is probably both north and south
beast clan will quickly be able to reach their prey. of there. Or neither.
If the player characters noticed the scout and state The Game Master decides whether Aluin wants
that they are on their guard, they may all make a to help the player characters in some way. He can
Vigilant test when the ambush begins. Those who heal wounds, cure permanent corruption, replenish
fail will count as Surprised during the first turn. supplies, and even turn weapons into artifacts that
Stats for various types of beast clan members can be used without gaining corruption – the only
are found in Thistle Hold – Wrath of the Warden thing he will not do is to destroy or preserve for the
between page 93–96. Make sure to adjust their sake of preserving. Also note that this scene can
numbers and stats so they become a suitably tough be used to spice up trips along the other routes as
challenge for the player characters’ expedition. well. Aluin has never cared much about things like
For example, their bone crafts could be more distance and time.
advanced than before, and the time in Davokar
could have made them more proficient in combat North via Jerak
– meaning that they have leveled-up their abilities The route from Thistle Hold via Karvosti and Jerak’s
or acquired new ones. Sinkhole has the advantage of mostly passing
through well-known clan territories along the
Aluin outskirts of the forest. This not only allows the
Father Sarvola’s son, Aluin, is described in travelers to cover long stretches on horseback, but
detail on page 153. It is possible that the player also gives them a chance to avoid the most blighted
characters have met him before, in which case parts of the forest, and maybe its most dangerous
they might think that his sudden appearance in monsters as well.
their camp is meant to renew the acquaintance. The downside of this route is its length, which
But this is not the case. He acknowledges that entails a long walk through the darkest parts
they have met before, but laughingly points out of Davokar, from Eulia’s Fire Mountain to the
that “everybody is meeting everybody all the time, final destination. Information from archives
constantly, so much so that it would get repetitive and experienced fortune hunters (see the Map
were it not for the fact that everyone is always so heading on page 120) suggests that the terrain
nice and friendly.” east of the volcano is neither rugged nor parti-
Aluin has come simply because he felt like it. He cularly overgrown – although this route will no
can tell them that he and his father are on their way doubt pose some tough challenges, the expedition
to “a terribly, delightfully interesting place,” but when should be able to keep a faster pace than in other
pressed for details his answers tend to be more parts of Dark Davokar.

135
Table 15: The Route North via Jerak Another option is to let the player characters
walk into an already prepared ambush. Each
Leg Mode of Days Terrain Challenges
character may then make a Vigilant test, as usual,
Transportation
to avoid Surprise during the first turn of combat.
Leg B1 Riding 5 Plains* 0
We suggest that the Game Master use the stats
Leg B2 Riding 5 Bright 1 presented under The Sovereign’s Oath on page
Davokar 168, and adjust their numbers to make the fight as
Leg B3 Riding 4 Bright 1 interesting as possible. In addition, one can use
Davokar two variants from Karvosti – The Witch Hammer:
Leg B4 Walking 7 Wild Davokar 1 Sovereign Witch (page 85) and Gaoian Warrior (page
Leg B5 Walking 17 Dark 2 114). Finally, it should be noted that this scene can
Davokar** (maybe even should) occur if the player characters
* The route between Thistle Hold and Karvosti is so frequently patrolled and
choose to travel along the Malgomor.
well-traveled that it counts as Ambrian plains
** Counts as Dark Davokar during encounters, but the terrain varies The Skullbiters
Between Eulia’s Fire Mountain and Symbar
there are several skullbiter colonies, of varying
The Sovereign’s Oath size, each centered around a queen. If the Game
Player characters who chose this route should of Master thinks the player characters have faced
course have to face the Sovereign’s Oath. The Blood- enough problems already, they could first run
Daughter’s troops have strict orders to attack any into an egg cluster (see page 96 in the Symbaroum
expedition traveling north from Karvosti, and large Monster Codex) and then choose whether to sneak
units have been stationed at regular intervals in an past the local queen’s domain or take a detour
east-west line, from their leader’s stone fortress through a blighted area (where the shield beasts
all the way to the river Malgomor. The Sovereign will not follow).
warriors do not know what prompted this order, The enemy could of course carry out a plain
but its purpose is of course to stop any Ambrians old attack, possibly in fewer numbers at first, and
from reaching Symbar. later with greater force if their prey continues
This threat can be used in two ways. The Game along the same route. Another option is to let
Master could let the characters make a [Vigilant –3] the player characters detect the skullbiters first,
test to detect two scouts moving between two larger arriving at the edge of the forest near an open
postings; if successful they get a chance to hide in field where a young queen has settled down with
time or prepare an ambush [Discreet –5]. If they fail to a limited number of crushers guarding her egg
notice the scouts, however, the player characters will clusters. Perhaps there is a swamp on one side of
soon come eye to eye with the scouts, in a clearing or the field, and a pitch-black lake on the other, so
on opposite sides of a small stream. The scouts will that a circumventing maneuver would slow them
then try to escape, in order to fetch reinforcements down considerably? Crossing the field will likely
in the form of a large group of Sovereign warriors. lead to a tough fight; if they go through the swamp
or the lake, it may be time to teach the players an
important lesson: in Dark Davokar, attempts to
elude the pyre can sometimes plunge you right
into a blazing inferno!
The liege troll Gunagan
Along the River Malgomor
If the Game Master so desires, the liege troll mentioned in the first section Given Symbar’s position, the route along the
of this book can be used as an additional challenge. Perhaps the player cha- Malgomor may seem like the obvious choice (even
racters happen to walk straight toward the heart of his territory, and soon if the early-summer f lood makes it difficult to
find themselves surrounded and captured by a throng of rage trolls who row upstream). But though it may be the shortest
take them to their liege’s camp. Getting out of there could require a nego- route, and in some respects the easiest, much of
tiation where Gunagan demands that they steal something from a nearby it goes straight through Davokar’s darkest areas.
Sovereign posting, as he himself wants to maintain peace with the barbari- In Thistle Hold alone one hears numerous stories
ans. In that case, he will of course keep someone or something hostage to about expeditions perishing along the riverbank,
make sure that the player characters do their job! their members and pack animals sent f loating
downstream, badly mauled and sometimes disfi-
gured beyond recognition.

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TO SYMBAR 7
The Arachs Table 16: The Route Along the Malgomor
The subjects of the legendary Spider King are on
Leg Mode of Days Terrain Challenges
the rise once more, and their advance guards have
Transportation
been spotted outside Davokar’s darkest areas. Player
characters traveling through the wild and dark Leg C1 Riding 5 Bright 1
Davokar
parts of the forest risk being attacked by their plun-
derers, ordered to search the woods for mystical Leg C2 Riding 4 Wild Davokar 1
artifacts and kidnap cultural beings whenever the Leg C3 Riding 4 Wild Davokar 1
opportunity arises. Leg C4 Walking 9 Dark 2*
They could strike at night, in an attempt to Davokar
abduct two or three of the expedition’s less com- Leg C5 Walking 12 Dark 2
bat-proficient members. In that case the enemy Davokar
will sneak right into the camp and drag off their
* Counts as Dark Davokar during encounters, but the terrain along the river
victims while their spider beasts delay the others counts as Wild.
in melee combat. Different types of spider beasts
can be found in both the Core Rulebook and the
Monster Codex – Fray Spider, Hunting Spider, surface settlement, in the hope of finding a new
and Tricklesting. home for their people. The Game Master decides
Should the Game Master want to put pressure on who discovers whom first, or settles the matter with
the player characters, some truly vital expedition a die roll [Vigilant←Discreet]. In any case, the trolls’
member could be among the kidnapped, but the posture, clothing and equipment differ from what
most interesting moral conflict might arise if the one would expect. These are no raging, naked or
plunderers “only” abducted three carriers: will they semi-naked savages. They move with purpose, tall
try to rescue the kidnapped or continue without them? and proud; their clothes and equipment are superbly
A rescue mission should be kept simple. For crafted (for inspiration, see pages 19, 45, and 122 in
example, the arachs could be tracked down with the Advanced Player’s Guide). Initially they are looking
a couple of Vigilant tests and the right level of for information that could help them in their search,
Bushcraft, which leads the player characters to and might very well make peaceful contact with the
a small, newly-built pyramid. The Game Master player characters’ expedition.
decides how difficult it should be to free the pri- But trolls can be difficult to understand and easily
soners (the kidnapped expedition members are angered. Moreover, they are annoyed by entirely
hardly the only ones), but perhaps it turns out different things than what humans are used to:
that most of the pyramid’s inhabitants, including many of them are extremely provoked by displays of
its princess, have yet to arrive or are out on some insecurity, fear or weakness – that kind of behavior
mission. In that case, an alternative to combat must be punished, severely. In a situation like the
could be to sneak into the pyramid and its under- one these trolls are facing, that principle becomes
ground levels, to the cells where the kidnapped particularly important.
are waiting to be transformed. The Game Master could let a player character
be aware of this, if he or she passes a Cunning test
The Refugees with Loremaster (adept or master). But even if this
The advance of mankind is affecting all inhabi- succeeds, the player characters must behave with
tants of Davokar, and rarely for the better. The dignity. The Game Master decides – if they dither,
liege troll Ulgamour and what remains of her turn their eyes away, apologize, back away, or show
proud people have been forced to abandon their other signs of weakness, there is a significant risk
home in the Underworld. She made the mistake that the leader of the trolls will grab her sledgeham-
of welcoming an expedition sent by Ordo Magica, mer to show her followers that nothing good ever
led by the inquisitive and ambitious Master Marlar comes from such behavior.
and guided by a young troll named Bark, whom
Ulgamour herself had sent out into the world for General Events
educational purposes. Master Marlar could not stay Although some of the events described above could
away from the tabooed pond near their settlement, also take place along other routes, there is reason to
and now it is he who rules down there, filled with address two more scenes of a more general nature
corruption and primal hunger. – as they seem reasonable given the theme of the
The player characters could run into a group adventure and can lead to interesting or exciting
of trolls dispatched from Ulgamour’s temporary situations for the players characters.

137
The liege troll Ulgamour’s subjects
should be treated with caution
and respect…

138
TO SYMBAR 7
Encounter with Competitor wounded individuals who were left behind as their
The forest of Davokar is huge, and the road to companions fled an assault (elves, beasts, or rage
Symbar long, but it does not hurt to remind the trolls). Finally, if the player characters started out
player characters that there are other groups before their competitors, perhaps a spy or advance
heading for the same destination. When and how party might catch up to them.
they run into the other hunting parties must be
decided by the Game Master, depending on which The Warband
route they chose and when they decided to head The fragmented and virtually leaderless Iron Pact
out into the forest, but we would still like to offer is of course aware that several human expeditions
a few suggestions. have left Ambria and are on their way to the heart of
It could of course involve an outright attack, the forest. Most of the groups dwelling in the woods
where one hunting party thinks itself superior in have lost all hope of reasoning with the humans;
strength and decides to stage an ambush for, or hunt the only remaining option is to stop them by force.
down, the player characters’ expedition. The groups The player characters may well get one of the
most likely to perform such a maneuver would larger, stronger warbands on their tail, but it
probably be House Kohinoor and the Black Cloaks. might be even more interesting for them to face a
But the encounter with the competitors may smaller group of early-summer elves. These will
also be of a different nature. The player charac- then launch sneak attacks with ranged weapons,
ters can meet a smaller group on its way south to focusing on one target at a time, over a period of
gather essential provisions/equipment or escort several days – until the player characters manage
someone who is ill or injured. They might also to shake their pursuers or lure them into some
be deserters from another expedition, or badly kind of trap.

Symbar’s Surrounding Area


Even the longest and most arduous journey expected to adjust the final number based on what
will sooner or later come to an end. For some the players and their characters have done that
gaming groups the end may come even before would have a significant impact – for example,
the expedition reaches Symbar, but hopefully the if they infected the Black Cloaks’ provisions, the
player characters will manage to overcome the number of Experienced Black Cloaks indicated in
challenges in front of them and eventually reach Table 20 should be cut in half; if they planted a
their destination. skilled infiltrator in Iasogoi Brigo’s expedition, that
This section provides a general description of person could have taken out their guides, thereby
the overgrown ruined city, but mainly focuses on delaying their arrival and considerably reducing
its surrounding area. After addressing what has the number of warriors, pathfinders and carriers.
happened since the expeditions left Ambria, we Use a pencil to fill in the Adjusted Number columns
present the first impression of Symbar. of the tables on page 146 and onwards, to keep track
The text goes on to describe the area’s avai- of the hunting parties’ troops.
lable resources, possible hideouts, and general Another interesting question is of course when
hazards, as the events of the third act take place the player characters arrive at the scene. Table 17
not only in the shadows of Symbar, but also in the (next page) shows in what order and at what inter-
surrounding woods. vals the other hunting parties arrive in the area,
again with a column left blank where the Game
Arrival Master can jot down adjustments depending on
What has happened on the journey depends in part events that have taken place around respective
on the player characters’ actions prior to depar- gaming tables. The adventure’s “calendar” starts
ture. All hunting parties have suffered casualties, with the arrival of the Knights of Dead Prios (Day 0);
particularly those who traveled along the river if the player characters beat them to it, they would
Malgomor, but any collaborations and acts of sabo- arrive on Day –1, if not earlier.
tage should affect the exact number. Remember, this is merely a suggestion – the groups
In the Factions section, starting on page 143, may choose to cover certain distances in Forced March
you will find a subheading titled Members, which and thereby arrive earlier than expected, or encounter
shows how many expedition members arrive in some hindrance that delays them. As usual, the drama
Symbar and are still fit for combat. However, in and the gaming experience is more important than
view of the reasoning above, the Game Master is individual details.

139
Table 17: The Hunting Parties’ Arrival to Symbar a lot like oak trees, only bigger than any oak you have
ever seen, most of them over a hundred meters tall;
Day Adjusted Hunting
Arrival Party they are wrapped around what you realize must be the
tops of hundreds of razed buildings – ruins from what
Day –2 The Witches
was once the capital of Symbar’s empire. And though
Day 0 The Knights of the surrounding forest is clad in summer green, the
Dead Prios
vegetation of Symbar burns in red and yellow.
Day 1 House Kohinoor For a few heartbeats, the big picture is all there is,
Day 2 Iasogoi Brigo but soon details start to emerge. The broken tower,
Day 2 The Sacred of the
seemingly competing with the giant trees to see who
Old Blood can rise the highest above the rootlands. The strange
formation that mostly resembles the masts and after-
Day 5 The Reformists
castle of an overgrown ship. And in the far northeast,
Day 6 The Black Cloaks
an entire cliff crowned by what may be a ruined castle
or palace. And smoke. Beyond the cliff, on the border
between summer and autumn, ten or so thin columns
First Impressions of smoke are dancing in the morning breeze.
No matter what route they chose, the members of Your gaze wanders south, toward the marsh and the
the player characters’ expedition will want to gain huge sinkhole at its center, and the forest beyond, with
an initial overview of Symbar and its surrounding hillocks like rocky islands in a sea of leaves. You see the
area when they arrive. The small hillock southeast spring river crashing down from the mountains, then
of the city offers a fairly good view, but the best van- the pond and the visibly corrupted vegetation stretching
tage point is of course at the edge of the escarpment. out to the south – twisted, dark and half-dead.
The text below describes the view from the The spell is broken by a chilling screech, echoing with
upper plateau, due west of the massive sinkhole hunger and rage and loneliness. It comes from below,
of the marsh. It can be read as it is or adjusted if from the bottom of the precipice, not far from the soon
the player characters should choose some other to be sun-kissed rock face. You lean forward, peering
lookout; details can be deleted or added depen- over the edge. There, too, nature is dead, blackened,
ding on when the characters arrive and what has grotesque. Crooked trees are growing along the ground
happened on the way. What matters is that they or bending like reeds over each other; what few leaves
quickly get a sense of the area – particularly the they have are rarely green, but reddish-brown or dark
autumn-colored, overgrown Symbar and the army shades of purple. It is unclear if it is the source of the
encamped to the east. screech, but there is something moving down there,
something big, something furious, something crushing
The dawn creeps slowly across the black ridges of the the diseased vegetation in its path.
Ravens. Symbar, the Mother of Darkness, has waited for
The sky turns pale, extinguishing the stars one by centuries. And now you are here.
one. The morning breeze comes to life and brings the
sound of rustling early-summer leaves. But the view The hunting parties’ camps
gradually emerging before your eyes is not dominated by On page 170–171 there is a map of Symbar and its
the colors of summer. For autumn has come to Symbar. surrounding area which, among other things, shows
You all take an instinctive step back as the light where the various factions will establish their camps
reveals that the precipice right in front of your toes – that is, the place they will use as a base of operations,
must be at least fifty meters high. But your eyes are not where they keep their equipment and where they
drawn to the cliff edge, nor to the depths below – they are go to rest between tours. These places are described
fixed on the wondrous landscape that begins a couple in more detail in the Factions section, as the player
of kilometers to the north. characters may have reason to visit their competitors,
A vast area, probably stretching ten kilometers to talk or engage in more aggressive activities.
from east to west and even more to the north where a Once again, the player characters’ actions may
lake begins, reflective and still, with water as black as necessitate certain adjustments. If they arrive early,
tar. Massive roots wrestle each other like love-struck they might claim one of these places for themsel-
world serpents, but motionless, innumerable and impos- ves, which will likely cause conflicts or open up an
sibly thick. They cover the entire area, often bare, but opportunity for cooperation. The same applies if the
occasionally dressed in delicate greenery or tangled characters arrive later than expected and take a liking
shrubs. They are embracing their mothers, which look to a spot that is already occupied by someone else.

140
TO SYMBAR 7
Resources test against [Discreet←Vigilant] to avoid detection.
Access to water, prey animals, edible plants and If the player characters are the ones looking for
medicinal herbs are of course vital for hunting someone, the formula is [Vigilant←Discreet],
parties hoping to survive in the area. Local where the value of the most discreet prey is used
water sources include the river and the lake; as a modification.
there are several smaller streams f lowing over
the escarpment, and both creeks and smaller Dangers in the Area
ponds can be found in the woods. But one must As if the other hunting parties were not enough,
always beware of corruption and other diseases. there are plenty of other threats to worry about
The [ ] symbols on the map indicate where in the Symbar area, in the form of creatures
one can always find fresh water; otherwise and treacherous nature. The creatures may be
two Vigilant tests, with Witchsight and Medicus roaming monsters, horrors that because of the
respectively, are rolled when the characters are weakened protection have escaped the ruined
drinking or filling their waterskins. On failure city, or hibernating blight beasts the player
they must roll on Table 18. characters (and others) happen to awaken.
The symbols for prey [ ] and edible plants Below are a number of suggestions for the
[ ] are general in nature and must be specified Game Master to choose from, in order to keep
by the Game Master. The former could be rich the player characters on their toes or create
fishing grounds, a large herd of wild boar, or a interesting encounters between the characters
place where there are bird nests to raid for meat and members of other hunting parties.
and eggs; examples of the latter may include fields
of berry bushes, wild crops, or a cave whose walls The Dragouls
and ceiling are covered in mushrooms. In any The dead are rising in Symbaroum, and their
case, these are places where the player charac- numbers increase as the fettering power grows
ters may encounter members of other factions. weaker and weaker. The player characters could
Perhaps the Sovereign’s Oath or one of the larger get in the way of a group of pc×2 Dragouls (Core
hunting parties dispatches a smaller team to lay Rulebook, page 230) led by the female crypt lord
claim to the resource in question? Siriad Ador-An (Monster Codex, page 145) who
Last but not least, the symbol [ ] shows are on their way south or east from the depths
where alchemists can find ingredients for various of the ruined city – most of them wearing rags of
elixirs. As the game of Symbaroum has no explicit former uniforms. Perhaps long ago they belonged
system for gathering ingredients, aside from the to the same platoon, fighting in Symbar’s defense?
Alchemy ability, we suggest that the player cha- Since the column makes no attempt to hide
racters can find exactly the medicinal herbs they its advance, the player characters should get
need near these symbols. But the Game Master a chance to notice the danger in time to hide
can also decide in advance which ingredients are [Vigilant +1], but probably not get so far that Siriad
available at which symbol, so that the characters and her followers will not have a chance of detec-
must go to a certain place to concoct new herbal ting them. The least discreet player character
cures and the like.
Table 18: Contaminated Water
Hideouts
1d10 Contamination Effect
There is a good chance that the player cha-
racters or some of their competitors will end 1 Slightly poisoned Poison damage 2 for 2 turns
up in a situation where they are hunted by a 2 Slightly infected Risk of contracting a Weak disease
superior foe and need to find a place to lay low. 3 Slightly corrupted Each sip inflicts 1D4 temporary corruption
Locations marked with [ ] show where there
4 Poisoned Poison damage 3 for 3 turns
are good places to hide. It could be a natural
cave, a rock crevice, an abandoned lair, or an 5 Infected Risk of contracting a Moderate disease

overgrown islet. 6 Corrupted Each sip inflicts 1D6 temporary corruption


People moving through the landscape can 7 Severely poisoned Poison damage 4 for 4 turns
identify these potential hideouts by passing a 8 Severely infected Risk of contracting a Strong disease
Vigilant test with Bushcraft (I). When used, they
9 Severely corrupted Each sip inflicts 1D8 temporary corruption
can be arranged to become even more difficult to
spot – if the player characters are hiding in one of 10 Roll twice on –
these places, the most discreet of them makes a the table

141
makes a [Discreet –1] test, which on failure makes as Blight-Born Aboar, page 228 in the Core
the undead cry out, halt and turn toward them. Rulebook). It rushes straight at the nearest living
As the crypt lord’s Gravely Cold aff licts the player creature, and will soon be joined by the rest of
characters, the Dragouls start surrounding them. its f lock: they are then equal in number to the
If a player character becomes paralyzed, it will player characters.
be difficult for them to escape. Let the fight go on a few turns before help
Here the characters must choose whether arrives, perhaps in the form of three Enforcers
to fight or negotiate. Siriad and company are from the Knights of Dead Prios (see page 155).
undead, not some crazed abominations, so a These will attack one abomination each, and if
person with Loremaster (master) can tempora- the player characters keep fighting the battle
rily stop them from attacking without need for will soon be won. But the question is what
success tests. With a successful Cunning it is also happens next. Perhaps the groups are already
possible to negotiate with the former commander hostile toward each other, which would make the
of Symbar’s guard regiment: she will spare the Punishers target them once the blight-swine are
player characters’ lives if they agree to tell her dead. Alternatively, the knights could question
about the world and point her towards civilization. the player characters about their goals, in which
case they must choose their words carefully.
Living Thorns Anything that might be interpreted as expres-
While in camp or walking through the woods, sions of support for Dead Prios’ murderers (the
the player characters suddenly hear a muff led Iron Pact, the Witches and/or the Reformists) will
scream. It seems to be coming from a human; lead to violence – immediately if the Punishers
an expression of pain or terror. Maybe both. think they have the slightest chance of winning,
Two scouts or provisioners from another fac- or later with reinforcements.
tion (the Game Master decides which one) have
walked straight into a group of Living Thorns The Nightmare
(page 62 in the Symbaroum Monster Codex). Down A nightmare (Monster Codex, page 78) has come
south they are rarely seen in groups, but the living to undead life in Symbar and gone out in search
conditions of Dark Davokar leave them no choice of a host to possess. It could target one of the
but to work together and share their prey. player characters, but it might be more interes-
We suggest that there be pc+2 thorn beasts. ting if some other member of their expedition
The player characters must decide whether to is aff licted – a guide, a sellsword, or maybe one
watch as one of their competitors loses men, to of the carriers.
be chivalrous and help them, or take the oppor- This particular nightmare has an almost insati-
tunity to force an agreement: they will help, but able appetite; one that becomes more twisted with
only if those in need swear to become infiltrators every passing night. On the first night, someone
within their own expedition. In the latter case, notices that two whole loafs of waybread (or
the individuals in question can be persuaded to similar) are missing; questioning the expedition
perform one (1) act of sabotage or espionage each members reveals very little, except that one per-
before breaking down and confessing to their son (the possessed) has a terrible stomachache.
expedition leader. The next night some smoked, dried or recently
cooked meat disappears; then someone finds the
Abominations fleshless bones of an animal that was slaughtered
The fact that the fettering powers of the Iron and strung up the night before. And finally, the
Pact are losing strength is also affecting the nightmare starts luring expedition members out
surrounding area. At some point when the player into the woods, to maim and devour them.
characters are moving through the forest, the At whatever point in this downward spiral of
person leading the way suddenly feels the ground gluttony the player characters manage to identify
shake under his/her feet: a moment later it qua- the culprit, they must first figure out what has
kes, and then it heaves as if something is about happened, then try to solve the problem. It will
to break free. The player characters manage to be particularly exciting if the host is an indis-
back away in time, and a successful Vigilant test pensable member of the group, and the player
reveals similar movements in the ground in other characters lack the ability to banish the spirit
places around them possessing him/her. The Black Cloaks or the
Out of the ground bursts an abomination Reformists would certainly be able to help, but
in the shape of a grotesque wild boar (stats not for free…

142
SYMBAR 8

ACT 3:

Symbar
This third act is all about Symbar – the ruined city hidden under the rolling,
withering rootlands. Just as the rumors foretell, this is the richest treasure
ground in all of Davokar; just as the witches and elves have warned, it is also
the single most dangerous part of the forest, particularly if the fetters bound
over its darkness are allowed to fade away. What the player characters get up to,
and what goals they set for themselves, are entirely up to their players; Symbar
is a completely open adventure landscape, consisting of a number of specific
places, factions and conflicts which will probably be handled very differently
by different gaming groups.

The act opens with the Factions section, which once the Throne of Thorns, now a bottomless well of
provides a detailed description of all the groups corrupting energies. These are supplemented by a
operating in the ruined city and its surroundings. section detailing yet another handful of places and
You may want to mark this particular section with events, just as exciting as the others, full of promise
one of the book’s ribbon markers, as it also contains and danger – some marked on the map, others that
stats for the factions’ leaders and agents. can be placed wherever the Game Master sees fit.
After the factions are described, there is an over- Once the adventure locations have been
view that includes guidelines for gaming groups described you come to the final chapter titled
who are primarily focused on finding treasure, Aftermath, which addresses what might happen
followed by a presentation of four specific adventure before the next episode of the chronicle comes out,
locations: the Imperial Palace, the Crown Ship, the when it is time for the player characters to visit The
Mother Tree and Castle Thorn, home of the Order Lost Land: Alberetor. Finally, the book concludes
of Dakothnic and the current location of what was with a set of handouts and player maps.

Factions
Much has happened since the hunting parties order to achieve such collaborations. Finally, there
described in the adventure’s second act set off for is information about the factions’ encampments, as
Symbar. The text below presents information the the player characters will likely be visiting them
Game Master should bear in mind when deciding at some point – willingly or otherwise.
what the hunting parties and other groups already Note that the tables detailing the number of
present will try to do, their stance on forming alli- members of respective groups contain the abbre-
ances and what they are prepared to sacrifice in viation em instead of pc, as in “EM number of

143
Ralgai Melion
“Ambria is the sun of this world; as long as the
Negotiations and Compromises realm stands, night shall not fall.”

Whether the player characters initiate a negotiation or are contacted by The almost forty-year-old Ralgai is a true patriot
someone else, the discussions will usually result in favors being exchanged with absolute belief in the righteousness of Queen
– “we will help you to achieve goal X if you help us to achieve goal Y.” In these Korinthia’s enterprise. While his older brother
situations, the Game Master is referred to the Objectives subheading, where Count Arnon and little sister Aelia are busy filling
the three main objectives of each expedition are laid out. the bulging coffers of their house, Ralgai has dedi-
However, other forms of compensation can also be acceptable. Depend- cated his life to assisting the Queen in building The
ing on the situation, examples may include future shares in an expedition, Promised Land. He acknowledges that there is a long
a small favor of a more personal nature or direct payment in the form of list of domestic political problems, even crises, at
supplies, elixirs or a valuable artifact. The rule of thumb should be that ev- the moment, but he is certain that all will be dealt
eryone in Symbar knows their worth and will not give anything away without with once the goal of a stronger Ambria, free from
something in return. the threat of external foes, has been achieved.
This project has already been very costly in terms
of lives and suffering, and it will cost even more before
the battle is won. As far as Ralgai is concerned, other
expeditions and their members are merely pieces in
Experienced Templar.” This abbreviation stands a game of Prios’ Sun – they can be deceived, killed
for Expedition Members and refers to the number of or afflicted in other ways, if that is what it takes to
able fighters that are part of the player characters’ secure the future supremacy of the Ambrian realm.
expedition – that is, individuals who can contribute
in combat situations. We suggest that possible allies
from other factions should not count as EM, but
only the player characters themselves and their
hired companions.

House Kohinoor
Ralgai Melion and company have taken a dan-
gerous route to their destination, following
the river Malgomor, often through the darkest
parts of the forest. Moreover, many of the other
factions want to see them fail, and consequently
they have been subjected to sabotage as well as
infiltration, orchestrated by the Black Cloaks,
the Sovereign’s Oath and the Sacred of the Old
Blood. The Game Master decides exactly what
blood-curdling events have befallen the members
of the expedition (e.g. encounters with Iron Pact
warbands, primal blight beasts, and poisoned
supplies). The important thing to note is that their Manner Kind but firm
numbers have been heavily reduced; they still Race Human (Ambrian)
have an advantage over the other hunting parties, Resistance Strong
but are by no means dominant.
Traits Privileged

Members Accurate 9 (+1), Cunning 15 (–5), Discreet 10 (0),


Persuasive 18 (–8), Quick 7 (+3), Resolute 10 (0),
Ralgai Melion has the honor of leading the Queen’s
Strong 5 (+5), Vigilant 11 (–1)
expedition, and at his side is the experienced ranger
Colonel Marvello, who distinguished himself Abilities Exceptionally Cunning (mas-
during a previous mission in Davokar. They have ter), Exceptionally Persuasive
(master), Leader (master), Lor-
lost half their men on the way, but are still a force
emaster (adept), Man-At-Arms
to be reckoned with, not least because the two (adept), Quick Draw (novice),
leaders were allowed to hand pick both soldiers Steadfast (master), Tactician
and specialists for the mission. (master), Twin Attack (master)

144
SYMBAR 8

Boons/ Con Artist (III), Hideouts, Manipu- let anyone else leave Symbar alive), but under no
Burdens lator (III), Telltale (III) circumstance will he actively work against the
Magically Long Strides
Queen’s agenda.
Weapons, 2 Fencing swords 6/5 (balanced,
Cunning deep impact, precise) As the adventure is
Manner Grumpy, hot-tempered written, not expedition
Armor Studded leather 4 (reinforced,
member with the ritual
flexible) Race Human (Ambrian)
Seven-league Stride
Defense –7 Resistance Strong survives the journey to
Toughness 10 Pain Threshold 3 Traits Contacts (the Ambrian army) Symbar. If someone had,
Equipment Two mastercrafted fencing Accurate 17 (–7), Cunning 7 (+3), Discreet 9 (+1), this would radically alter
swords, 3 doses each of Drone Persuasive 11 (–1), Quick 13 (–3), Resolute 10 (0), the situation for all who
Dew, Elixir of Life, and Moderate Strong 10 (0), Vigilant 5 (+5) are in or near the ruin city.
Purple Sap, Interrogation tools
Abilities Exceptionally Accurate (adept), Should the Game Master
(+1 to Persuasive during interro-
gations) Iron Fist (master), Man-At- want it to be possible for
Arms (master), Marksman the player characters
Shadow Dark gold, like a golden mirror in (master), Recovery (master), and/or their competitors/
the shade (corruption: 0) Steadfast (adept), Twin Attack
allies to travel back and
Tactics: Ralgai is a skilled fencer, but usually stays (master)
forth between Symbar
out of the battle; he is a person of vital impor- Boons/ Commanding Voice (III)
and civilization it is of
tance, and his first responsibility is to stay alive. Burdens
Should he still be drawn into combat, his main course simple enough to
focus is to defend himself. Weapons, 2 fencing swords 8/7 (deep add those rituals to the
Accurate impact, precise),
arsenal of one or more
Long bow 5 (precise)
non-player characters.
Colonel Marvello Armor Laminated armor 5 (reinforced)
“I act in the name of the Queen.” Defense –4
Toughness 10 Pain Threshold 5
The career of fifty-year-old Marvello has skyrock-
Equipment Two mastercrafted fencing
eted – from Captain of Thistle Hold’s Town Watch,
swords, 2 doses of Moderate
via a post as Captain in the Queen’s Rangers, to the antidote, 4 Herbal Cures, 1 dose
rank of Colonel he has now earned. His recipe for Elixir of Life, 2 doses of Weak
success has been unwavering loyalty combined Purple Sap, 5 Flame Arrows, 5
with brutal efficiency and competence. Whistlers
If the player characters have met him before, Shadow Matte gray, like an unpolished
the Game Master must adjust their relationship iron ingot (corruption: 0)
based on what happened in the past (in Wrath of Tactics: Marvello stays back whenever possible,
the Warden or The Witch Hammer). Should Marvello assisting his companions with well-aimed arrows. If
owe them a favor, he may be completely open with he deems it necessary, he does not shy away from
information (for example about his orders to not joining the melee himself, armed with his two fenc-
ing swords and all the experience he gained during
The Great War.

Objectives
Ralgai’s objectives are clear, dictated by Queen
Korinthia and her council. Any exploration and exca-
vation will have to wait: the purpose of the expedition
is simply to confirm Symbar’s position and stop the
enemy (everyone else) from doing the same.

Establish dominion over Symbar: Although Ralgai


and his companions are not expected to cleanse the
city of darkness and monsters, they have orders to
eliminate any cultural beings arriving, or already
present, in the area. When Korinthia arrives, there
must be no humans, elves or others seeking to
conquer the ruined city for themselves.

145
Table 19: House Kohinoor’s Troops
Type Numbers Stats Adjusted numbers Reference
Junior officers 2 Pansar Monster Codex, p. 135
Experienced EM×2 Ranger Captain Core Rulebook, p. 212
Rangers
Master Wizard 1 Master of the Order Monster Codex, p. 126
Wizard 3 Adept of the Order (one of each Monster Codex, p. 125
school; the Mentalist has Levitate
instead of Mind Throw)
Ritualist 1 Ritual Master Monster Codex, p. 128
Master Spy 1 Queen’s Spy, Bushcraft instead of Monster Codex, p. 136
Privileged
Sapper EM Sapper Monster Codex, p. 136

Stop others from returning: None who have lichens grow in the area. There are also rich hunting
laid eyes on Symbar can be allowed to leave the and fishing grounds both to the south and west.
area alive. That goes for their own companions as
well, should there be any reason to suspect them The Black Cloaks
of betraying “the Ambrian realm and its people” Sister Losadra (or Engala if a name change is
(meaning House Kohinoor). required) has managed to avoid any catstrophic
mishaps on the way to Symbar, partly by taking
Locate the Throne of Thorns: If possible, they are the longer route via Eulia’s Fire Mountain, but also
also to find and secure the supposed location of the thanks to the peace offering Brother Eumenos sent
Throne of Thorns. This is not an explicit demand, but her to deliver to the Sovereign’s Oath – a portfolio of
for Ralgai it is a matter of honor – of course he should carefully selected secrets regarding Queen Korinthia
Might Makes Right be the one to eventually escort Korinthia to the high and her palace. Nevertheless, she has lost many of
seat, and the way there must obviously be safe and her men, mostly to the corrupting or otherwise
If Ansyor has already accessible when the time comes! treacherous nature between the volcano and their
been claimed by another destination. And even before then, they acciden-
faction, Ralgai will first Relations tally wandered into the territory of the liege troll
send someone to notify Ralgai is well aware that his expedition has few friends Gunagan, which cost a handful of rangers their lives
these people that they in Symbar. Iasogoi Brigo and the nobles who make up before an agreement of safe passage could be reached.
have two hours to vacate Agramai Kalfas’ expedition (and possibly the player
the ruins. If it is a smaller characters) are initially the only ones he considers Members
group (such as the player neutral. The rest want to see him fail, or even die. Aside from Losadra and the theurg Arelma, the
characters) there may leaders mostly rely on strength of arms, in the form
be an opportunity for an Willingness to Compromise of Black Cloaks and Templars who left the order
alliance: they can stay in Ralgai has no reason to compromise, but every rather than pledge their allegiance to Dead Prios.
the outskirts of Ansyor reason to pretend that he does. In fact, even if he They are accompanied by a group of fanatical war-
if they help defend the plays hard to get, he will agree to almost anything riors, flagellants with a burning love for their dying
area, gather provisions if it helps him destroy the Sovereign’s Oath, the god who demanded to join the expedition and “fight
and participate in House Black Cloaks and the Knights of Dead Prios. In the for the Sun where the world is at its darkest.” These
Kohinoor’s excursions to end, he will turn his back on any “ally” and see to fanatics have already suffered heavy casualties,
Symbar. Should it be a it that no one returns to Ambria alive. with only a handful of survivors.
large, hostile group, Ral-
gai will seek an ally who Encampment Sister Losadra
is given the same offer House Kohinoor will lay claim to the ruins of “Prios dictates my faith, and it condemns you.”
as above, provided that Ansyor Village, on the upper plateau. It is a vast
they help him conquer area with eerily meager vegetation and fifty or so Losadra has devoted her life to hunting the
the ruins. ruins in various degrees of collapse. Once the site Lawgiver’s enemies. In the final stages of The Great
has been cleared, the old village well can provide War, she assisted in the interrogation of suspected
safe drinking water, while edible berries, roots, and collaborators and learned all about The Eternal

146
SYMBAR 8

Equipment Sun symbol, the Sun of Steel (see


page 103), copy of The Light-
bringer, Interrogation Tools (+1
to Persuasive during interroga-
tions), vial containing 6 drops
of Water of the Dusk, pipe and
tobacco, 13 thaler and 10 shillings
Shadow Glaring white like annealed steel
(corruption: 0)
Tactics: Losadra fights expertly with a whip in one
hand and a flail in the other. She uses the whip
to pull the target toward her for an automatic hit
which deals +3 damage. When fighting multiple
enemies in melee combat, she swings the flail at
everyone within range. She will only use her sub-
duing ability in situations where she is outnum-
bered and feels a need to level the playing field.
*See the Symbaroum Monster Codex, page 123

Night – how it can hide within anyone, even those Arelma


who do not know their own darkness; how it can “The law is deadly serious, and so are your
always be exposed, brought to light, and if not crimes against Prios!”
banished then at least burned from the flesh.
Now, at forty years of age, despite her modest Arelma has been loyal to the Black Cloaks ever
background, she has emerged as the undisputed since her parents died on the journey across the
leader of the Whip of Prios. No one has exposed Titans and she was taken in by the monks who had
more heretics or darkness-worshipping cults than started occupying the Twilight Monastery. Twenty
she has. Her recipe for success is simple: to never let years have passed since then, and the talent for
oneself be fooled by the deceptions of The Eternal Theurgy she displayed early on has now been fully
Night; to trust in one’s faith, regardless of desperate developed, as has her fanatical love for Prios. Both
appeals, tears and pleas of innocence! And should of these factors explain why she was asked to join
one’s faith be in error, it is a price worth paying – the Whip of Prios, charged with tracking down and
better an innocent sent to Prios than a deceitful punishing heretics.
heretic living under His gaze.

Manner Contemptuous, self-righteous Manner Proud, judgmental

Race Human (Ambrian) Race Human (Ambrian)

Resistance Strong Resistance Strong

Traits Contacts (Sun Church)


Discreet 7 (+3), Quick 13 (–3), Cunning 11 (–1),
Strong 9 (+1), Accurate 10 (0), Vigilant 10 (0),
Resolute 5 (+5), Persuasive 16 (–6)
Abilities Acrobatics (master), Domi-
nate (master), Exceptionally
Persuasive (novice), Flailer
(master), Loremaster (mas-
ter), Ritualist (adept: Holy
Smoke, Judging Bonds, Ora-
cle), Theurgy (novice), Whip
Fighter* (master)
Weapons, Flail 4 (jointed, ensnaring), Long
Persuasive whip 3 (jointed, ensnaring, blunt)
Armor Studded leather 3 (reinforced)
Defense –3
Toughness 10 Pain Threshold 5

147
Traits Contacts (Sun Church) Sarvola himself is part of the expedition, he will
definitely become a high priority target, even more
Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
Persuasive 11 (–1), Quick 7 (+3), Resolute 15 (–5),
so than the Queen’s expedition.
Strong 13 (–3), Vigilant 10 (0)
Combating evil: The darkness of Symbar is on the
Abilities Anathema (master), Blessed
Shield (master), Holy Aura rise – that much is clear. If Losadra can be convinced
(adept), Loremaster (adept), that this is due to the diminishing power of the Iron
Medicus (master), Prios’ Burning Pact’s mystical fetters, she might be willing to do
Glass (master), Ritualist (master: something about it.
Command Confession, Heretic’s
Trail, Holy Smoke/Piercing Gaze,
Relations
Judging Bonds, Sanctifying Rite,
Purging Fire), Steadfast (adept), Apart from secret sympathizers and infiltrators
Theurgy (master), Witchsight in other branches of the Sun Church, the Black
(adept) Cloaks stand alone in their struggle to save the
Weapon, Quarterstaff 3 (long, blunt) supposedly dying Lawgiver. There is of course
Accurate common ground between them and many oth-
Armor Blessed robe 2 (flexible)
ers – not least regarding the battle against The
Eternal Night, which is also being fought by
Defense +3
the Iron Pact, the Witches, the Reformists, the
Toughness 13 Pain Threshold 7 Knights of Dead Prios and House Kohinoor. But
Equipment Sun mask (+1 to effect die for holy at the same time, they have branded all these
and banishing powers), copy of groups as heretics responsible for their god’s
The Lightbringer, 3 Herbal Cures weakened existence.
Shadow Fiery, like red gold under a blaz-
ing sun (corruption: 0) Willingness to Compromise
Tactics: After surrounding herself and two allies Sister Losadra/Engala is not known to compro-
with a Blessed Shield, Arelma unleashes the mise, and under no circumstances will she enter
energy of Prios upon the enemy. If she ever lets into agreements with enemies of the Lawgiver or
the burning light go out, it is to break the enemy’s
blight-stricken individuals. But once in Symbar, she
ongoing powers (Anathema).
realizes that temporary agreements are necessary
for the mission to succeed. In the struggle against
Objectives House Kohinoor, the Reformists and the hordes of
Sister Losadra is instructed to focus on undermin- darkness, she is willing to consider such an alliance
ing the Queen’s expedition, preferably wiping it with almost anyone.
out completely. But once in place, she will of course For example, in exchange for help to destroy
take her own initiatives, as she views Prios as her Ralgai’s expedition or slaying Sarvola, she is
true commander and the struggle against heretics prepared to make her own troops available for
and the armies of darkness as her principal task. an excursion into Symbar, as long as she does not
deem its purpose heretical or contributing to the
Destroying House Kohinoor’s expedition: One weakening of Prios. Once these goals have been
of Losadra’s main priorities is to put together an met, she may also agree to help without receiving
alliance to attack Ralgai Melion and his men. She anything in return, if the objective is in line with
limits herself to targeted sabotage operations until Prios’ laws.
her side outnumbers the enemy by at least 50%.
Encampment
Annihilating the Arch Heretic Sarvola: Once it The Black Cloaks will set up camp on the lonely
is clear that the Reformists are present and that cliff to the southeast, which has everything one

Table 20: The Black Cloaks’ Troops


Type Numbers Stats Adjusted Numbers Reference
Black Cloaks EM+5 Experienced Black Cloak Monster Codex, p. 122
Templars EM Experienced Templar Monster Codex, p. 122
Fanatics 5 Flagellant Monster Codex, p. 123

148
SYMBAR 8
could ask for in these parts. There are crevices
leading into natural caves and tunnels, where
freshwater gathers in small ponds and edible
The Spiritualist
mushrooms and algae can be harvested – it is not Herangoi
enough to feed them all, but still a substantial If the Game Master wants
addition to the provisions they brought with them to include Elmendra’s
and the food gained by hunting and fishing in former colleague Heran-
the local area. goi in the adventure, he
could have stats as a
Iasogoi Brigo Master of the Order (page
Whether Iasogoi’s strategy to follow in House 126 in the Symbaroum
Kohinoor’s wake was wise or foolish is impossible Monster Codex), but with
to say. They have suffered several predator attacks Ritualist (master) and
on their journey, possibly because the larger force the additions Dimension
was attracting beasts to the river – monstrous Walk and Necromancy,
creatures that stayed near the water and saw as well as corruption: 3. If
their chance when the smaller expedition came the greedy spiritualist is
wandering by. For whatever reason, the legend- Manner Speaks slowly not wanted, he will simply
ary fortune hunter arrives in Symbar with fewer Race Human (Ambrian) have died on the way to
people than he had anticipated. Iasogoi and his Resistance Challenging
Symbar.
longtime partner Orlandor are both alive, as is
Traits Privileged
the witch Eryala, but he will need alliances to
get anything done in Symbar, and to survive the Accurate 10 (0), Cunning 13 (–3), Discreet 10 (0),
Persuasive 7 (+3), Quick 5 (+5), Resolute 11 (–1),
journey home.
Strong 9 (+1), Vigilant 15 (–5)

Members Abilities Beast Lore (adept: Beasts),


Hunter’s Instinct (adept),
As stated, Iasogoi and his dear friend Orlandor
Loremaster (master), Marksman
loses many of their hired companions (Warriors, (master), Rapid Fire (adept),
Rangers and Mystics) on the journey through the Ritualist (adept: Clairvoyance,
forest, along with the extra guide they hired as Sanctum, Tale of Ashes), Sixth
backup. Most of the carriers and pack animals Sense (adept)
survive, and the same is true for young Rosela Boons/ Cartographer (III), Enduring
of House Kohinoor. Burdens March, Musician (I)
Weapons, Longbow 5 (precise), +2 with
Iasogoi Brigo Vigilant Hunter’s Instinct, +2 against
“Courage and competence will take you far, Beasts, ignores Armor or two
but without luck you are lost.” arrows per turn
Armor Lacquered Silk Cuirass 4 (rein-
The recent turmoil has left House Brigo in forced, flexible)
freefall. Iasogoi’s father, Count Edogai, is dead, Defense –4
his uncle imprisoned, his brother missing, and
with his grandmother Alevia back in Alberetor,
there is no one left to save the family. None but
Iasogoi. But he does not want to, not until the
Queen has passed judgment on the House and Rosela Kohinoor
he himself has restored at least a fraction of his
family’s honor. Whether to ignore or make use of the Queen’s young sibling is totally up
Unusually humble and open-minded for a to the Game Master. Should you feel that her precense only complicates
noble, the almost 40-year-old treasure hunter/ things, you can let her die or go missing before reaching Symbar. If you, on
legend is determined to return from Symbar the other hand, want to add a bit of drama to your game you can have her be
with a new fortune. He would like to contribute kidnapped by some other faction, or possibly have her vanish and later turn
to House Kohinoor’s success as well, but will up alongside Ralgai Melion or Agramai Kalfas – when her service as a spy is
approach them with great caution – well-aware no longer needed.
that the Queen would not want another rival on
the domestic stage…

149
Toughness 10 Pain Threshold 5 The two of them would do anything for one another,
Equipment 2 doses each of Strong Antidote,
but there is an element of reluctance in Orlandor’s
Strong Purple Sap, and Herbal actions. The thought of his noble friend assuming
Cure; 1 dose each of Spirit his father’s mantle as Count of Brigo is not entirely
Friend, Smoke Bomb, Protective pleasant. Perhaps he would even go behind Iasogoi’s
Oil and Holy Water; 5 each of the back to preserve the free life they have together.
specialized arrows Hammer-
head, Rope Cutter, Whistler and
Grappling Hook.
Shadow Bright yellow with tinges of
lilac, like purple rain in brilliant
sunshine (corruption: 3)
Tactics: Iasogoi stays back, preferably behind
Orlandor. He focuses on enemies who seem to
be coming toward him and tries to kill them or at
least hamper their movement.

Orlandor
“Ask Iasogoi, he’s in charge.”

Like many other changelings, Orlandor became an


explorer to learn more about the world he considers
his heritage. That he joined Iasogoi’s expedition
to Odaban was an accident that turned out to be a
Manner Quietly confident
happy one – one of the intended guides fell ill and
recommended him as the replacement. They have Race Changeling
worked together ever since, even though Orlandor Resistance Strong
has had to stay in the background while his partner Traits Long-lived, Shapeshifter (III)
frequents the corridors of power.
Accurate 15 (–5), Cunning 7 (+3), Discreet 10 (0),
Persuasive 5 (+5), Quick 11 (–1), Resolute 9 (+1),
Strong 10 (0), Vigilant 16 (–6)
Abilities Acrobatics (master), Bodyguard
The Origin of Changelings (adept), Exceptionally Discreet
(adept), Exceptionally Vigilant
The ritual used to create changelings was developed by the Theourgs of (master), Lightning Reflexes
ancient Symbaroum, also called Morphantics. It is a process teeming with (master), Medicus (novice),
corruption, and entails grave violations against the laws of Wyrtha. None- Polearm Mastery (master)

theless, the elves of the Iron Pact have reluctantly embraced it, thinking Boons/ None
that the end justifies the means. Burdens
Deep within the Halls of a Thousand Tears sit seventeen winter elves who Weapons, Pike 5 (long, precise)
would have been thoroughly corrupted long ago, had it not been for the pro- Accurate
tective runes covering their bodies, and the hymns being chanted around Armor Lacquered Silk Cuirass 4 (rein-
them. These elves are the ones who deformed fairies into Siraphs, known to forced, flexible)
humans as Changelings, and they have the power to control and influence Defense 0
their children – see what they see, hear what they hear, even speak through
Toughness 10 Pain Threshold 5
their throats. In this way, the elves have kept an eye on the humans since
Equipment 10 Herbal Cures, 2 doses of
long before the clans were formed. (Read more about Changelings on page
Moderate Antidote
60 in Karvosti – The Witch Hammer, under the Create Siraph heading.)
In the adventure Mother of Darkness, Prince Eneáno will order one of Shadow Lustrous green, like jade
(corruption: 0)
the aforementioned winter elves to use the Siraphs present in Symbar to
discover what is going on and who is there. It could be a player character or Tactics: Orlandor mainly concentrates on keeping
the enemy at bay and protecting Iasogoi, relying
a non-player character. For more suggestions, see the text box titled The
on the latter’s arrows for damage output. Against
Prince and the Siraphs on page 223.
multiple enemies he uses his acrobatic ability to
trick them into attacking each other, as well as to
retreat and make use of his long weapon.

150
SYMBAR 8
Table 21: Iasogoi Brigo’s Troops
Type Numbers Stats Adjusted Numbers Reference
Warriors EM Guard Warrior Core Rulebook, p. 216
Rangers EM Late-summer Elf Core Rulebook, p. 205
Mystics 3 Adept of the Order Monster Codex, p. 125
Witches 1 Village Witch (Nature’s Lullaby in- Monster Codex, p. 131
stead of Quick Growth)

Objectives worth half (or even two thirds) of the total value.
Iasogoi is a fortune hunter with a fortune hunt- And he is always weighing risk against reward.
er’s goals, but this time not everything is about
bringing back as much treasure as possible – the Encampment
most important thing is to return, and to do so with Iasogoi’s team encamps on the upper plateau, right
an item or two worthy of his status as Ambria’s next to the precipice. They clear the trees to build
foremost treasure hunter! a one-meter-high wall of horizontal logs, resting
between thinner stakes beaten into the ground –
Finding the Throne of Thorns: Iasogoi’s top prior- not the sturdiest of constructions, but enough for
ity is to find the Throne of Thorns and haul it back predators to hesitate. They also drop five ropes over
to Ambria. Whether he will then try to mount it the edge of the precipice, long enough to reach all
himself or offer it to someone else is a question for the way down and thereby enable a swift retreat.
another time. A small brook runs through the campsite,
berries and fruits can be gathered in the woods,
Gathering artifacts: Curiosities and knowledge are and their fishing equipment can be used in the
all very good, but nothing resonates louder after river below. In addition, there are lots of bird nests
a successful return than powerful artifacts. Once on the rock face, often with eggs to steal at this
in Symbar, Iasogoi will want to visit places where time of year.
he thinks such items may be found.
The Reformists
Surviving: While no exact time limit has been The Reformists have been traveling along the
set, Iasogoi will not remain in Symbar longer western slopes of the Ravens, without any major
than he deems necessary, and he will constantly incidents. Aluin left the group on a few occasions,
be weighing risk against potential reward. After forcing Eliana and her five companions to fight off
getting his hands on a bunch of powerful arti- unexpected predators as well as an ambush staged
facts, he may decide to leave Symbar, especially by a Beast Clan hunting party. But all members of
if the path to the Throne of Thorns seems fraught the expedition survived the journey and arrive in
with danger. Symbar without serious injuries. Defectors
Note that the members of
Relations Members Iasogoi’s expedition lack
Iasogoi has no qualms about forming temporary When arriving in Symbar, Father Sarvola assumes the conviction and unity
alliances. The most obvious candidate would of direct command of the expedition. Field Marshal that characterize other
course be Ralgai Melion, but at the same time Eliana Nidel continues to be an important advisor, expeditions. It might
Iasogoi fears that he would be powerless in such a along with the Keeper Kathman. be possible for other
partnership. No, he would rather join forces with factions to simply recruit
expeditions which he considers independent of Father Sarvola some of the fortune
Ambria’s factions – the “fortune hunters” of the “Always doubt, with love, in benevolence.” hunter’s companions, in
Sacred of the Old Blood and (possibly) the player exchange for more pay
characters. Sarvola of House Bargomol is the lone survivor of a and/or the opportunity to
noble family whose members suffered a particularly be part of a safer group.
Willingness to Compromise cruel fate in the final stages of The Great War. He Ralgai Melion would
In the case of alliances, Iasogoi will call first dibs completed his studies in Yndaros under Peonio, certainly consider such
on any treasures and artifacts found, but he is pre- where he became known as Sarvola the Disbeliever, an attempt.
pared to compromise in terms of value – as long as as he was constantly questioning the laws of the
he gets the first pick, his partner may keep items Sun God. And he still has doubts, but not about

151
everything: he is convinced that the Ambrian Tactics: Sarvola does not use violence, but will of
people are suffering under needlessly harsh and course defend himself if attacked. In most cases
unjust decrees – possibly warranted during the a glare is all it takes for the enemy to stop and
war against the Dark Lords, but certainly not today. back away.
According to him, protection from external
threats means nothing if it comes at the expense
of domestic conflicts and oppression. The bleak lack Eliana Nidel
of freedom imposed by the Prios of War gives rise to “On our lord’s honor.”
fear, which in turn explains much of what is wrong
with the world – greed, distrust, isolationism and Having passed the age of fifty, Eliana is still in good
baseless hate. Sarvola does not seek power for its health and vigor. That the Duke ordered her to pro-
own sake; to him it is a divine calling, and he will tect a heretic during a mission aimed at sabotaging
do anything to prevent the world, its creatures and her Commander-in-Chief, Queen Korinthia, would
nature, from being torn asunder. just a few years ago have upset her entire world-
view. But not anymore. She sees that The Promised
Land is on the brink of destruction; she sees the
suffering the Queen is causing or ignoring for the
benefit of her allies. If there must be a seizure of
power to bring order to the realm, she would like
to see Duke Ynedar on the Ambrian throne, and,
like Sarvola, she hopes the transition will happen
without bloodshed.

Manner Austerely hopeful


Race Human (Ambrian)
Resistance Strong
Traits Contacts (Sun Church)
Accurate 9 (+1), Cunning 13 (–3), Discreet 5 (+5),
Persuasive 18 (–8), Quick 10 (0), Resolute 11 (–1),
Strong 7 (+3), Vigilant 10 (0)
Abilities Dominate (master), Exception-
ally Persuasive (master), Leader Manner Juts out her chin
(master), Loremaster (master),
Medicus (master), Recovery Race Human (Ambrian)
(master), Steadfast (adept) Resistance Strong
Weapons, Quarterstaff 3 (long, blunt) Traits Contacts (nobles)
Persuasive
Accurate 7 (+3), Cunning 10 (0), Discreet 5 (+5),
Armor Blessed robe 2 (flexible) Persuasive 13 (–3), Quick 11 (–1), Resolute 10 (0),
Defense 0 Strong 15 (–5), Vigilant 9 (+1)

Toughness 10 Pain Threshold 4 Abilities Bodyguard (adept), Equestrian


(master), Feat of Strength (nov-
Equipment Holy symbol, copy of The Light- ice), Iron Fist (master), Man-at-
bringer Arms (master), Polearm Mastery
Shadow Reddish yellow like the setting (novice), Recovery (master),
sun (corruption: 0) Two-handed Force (master)

152
SYMBAR 8
Boons/ Enterprise, Code of Honor ◆◆ If the expedition or people they encounter
Burdens are hungry and thirsty, the puzzled Aluin
Weapons, Lance 9 (long), +5 on horse wonders why that is. It does not take much
Strong Bastard sword 10, ignores Armor explaining for him to fill their waterskins
Armor Field Armor 6 to the brim and make the packs of the needy
overflow with their favorite food.
Defense –1
◆◆ If the expedition is subjected to a violent
Toughness 20 Pain Threshold 8 attack, the young man looks troubled for a
Shadow Glistening yellow, like well-polished moment, before taking the opportunity to
gold (corruption: 0) have some fun: projectiles turn into flowers
Tactics: Eliana’s primary responsibility is to keep falling gracefully to the ground; physically
Sarvola alive. Her battle-trained horse will be manifested powers disintegrate in small
of little use in the forest, so she has her squire cracks of fireworks; melee weapons are
Kastro lead it while she herself walks (and fights)
suspended in the air, mid-swing, and so on.
by the priest’s side.
◆◆ Aluin can be shot or stabbed in his sleep,
but that would only harm his body, which is
easily mended for someone like him. If the
Aluin sleeping Aluin is decapitated, his spirit will
Aluin is the product of Sarvola’s carnal encounter rise and materialize with a smile on his face,
with a creature of the forest named Ala. They met pick up the head, put it in place, and restore
as the priest was walking the woods of Davokar the body before re-entering it. Unless there is
seeking insights into “the dark and wild,” before he a more interesting body to inhabit for a while,
settled down in Thistle Hold to spread his gospel. that is…
Aluin showed up at Sarvola’s home almost a year ◆◆ If someone asks him to clear the way to a
ago, declaring that he would be staying there. certain place or individual, his response will
Oddly enough, he already looked like a young likely be something like: “Naaah. Boring. But
boy; odder still is the fact that he has since grown look, this gravel is as heavy as a mountain, and
to resemble a human teenager – tall and lanky, yet it can fly!”
with zits covering his forehead under an unkempt
fringe of hair, but in an uncharacteristic state of
constant bliss.
Apart from Aluin’s lack of a spiritual shadow,
there is no point in providing stats for someone
like him. He is Wyrtha incarnate, a being of pure
creative power, but as such he is also characterized
by what humans would call capriciousness or even
madness. There is nothing he cannot create; his
only limitations concern his attitude toward reality
and all existence.
Aluin does not tolerate destructiveness and
conservatism – the thought of destroying for
the sake of destruction, or preserving just to
maintain the status quo, is completely foreign to
him. And he does not act on the basis of moral or
worldly considerations, so even though he could
probably cleanse the entire forest of Davokar of
corruption, abominations and disease, he would Objectives
never do it. But not, as one might think, because Sa r vola’s ma in object ive is to stop House
he believes these phenomena to be as much a Koh i noor ’s e x ped it ion f rom es t abl ish i ng
part of creation as humans. He simply does not lordship over the ruined city, which he will
see the point of doing so. achieve by cooperating with other groups on
The following bullet points illustrate how Aluin site. Furthermore, he believes it is important to
might react to different situations and what he is avoid disturbing the ruins if possible, and aims
capable of. The general principle is that he can do to contribute to the Iron Pact’s efforts to keep
anything, without risk of failure. the darkness fettered.

153
Table 22: The Reformist’s Troops
Type Numbers Stats Adjusted Numbers Reference
Bodyguards 5 Pansar Monster Codex, p. 135
Kathman of 1 Witch, Keeper with the addition Monster Codex, p. 132
Vajvod Bushcraft III

Forming alliances: Sarvola’s initial goal is to con- pulled in with ropes in the event of an attack. A per-
tact other groups and try to secure an alliance to son trying to reach the islet without the footbridges
eliminate House Kohinoor. will have to wade through almost sixty meters of
sludge, while making a Strong or Vigilant test once
Sabotaging the Queen’s efforts: It is important to per turn – on success the individual progresses ten
the Reformists that no ally of the Queen is allowed to meter, and on failure only five.
leave Symbar alive. Sure, the expedition represents They get their water from the lake, which can
a merciful god, but this is a matter of taking a few also provide fish and (in the marsh) amphibians.
lives to save an entire people. Otherwise Aluin makes sure that his friends do
not go hungry or thirsty.
Thwarting evil: Once the initial aims have been
fulfilled, Sarvola intends to help the Iron Pact The Knights of Dead Prios
re-establish their dominance over Symbar. With Alisabeta Vearra and her (now black) sun do not
this done, the alliance he has created may be able shy away from the darkness of Davokar – they wel-
to drive the Sovereign’s Oath from the area. come it! By now, they are used to moving through
the woods and keep a good pace, especially along
Relations the Malgomor, where they travel roughly one day
The Reformists’ goal of sabotaging the Queen’s ahead of House Kohinoor’s expedition. They made
efforts is shared by several other groups, not least it far without any serious mishaps, thus increasing
their former colleagues within the Sun Church, the distance between them and the followers, but
the Black Cloaks and the Templars. Unfortunately, on the final leg through Dark Davokar they ran
they are all at odds with Sarvola on other issues, into a patrol of arachs in an ancient pyramid – an
and it will take a lot to reconcile the differences encounter that cost them a handful of knights and
between them. Otherwise the expedition’s most almost a full day of travel, as the furious Alisabeta
obvious allies in the area are the Witches and the decided that the entire arach colony needed to be
Iron Pact, who may not care as much about stopping destroyed.
Korinthia, but share Sarvola’s views on the relation-
ship between cultural beings and Creation at large. Members
Alisabeta Vearra reaches Symbar without any
Willingness to Compromise serious injuries and continues to command her
Sarvola is happy to cooperate; his motto is to “always decimated Sun with absolute resolve. Should
doubt, with love, in benevolence.” He is therefore open she fall, the Enforcers know their orders – to put
to alliances with most groups, including the Black their lives on the line in order to reach the already
Cloaks, but of course he will have nothing to do with established goals.
the Sacred of the Old Blood if, or when, they reveal
their dark intentions. What he needs most is a fairly Alisabeta Vearra
neutral ally who would be able to mediate between “Prios is dead, and I’m his avenger!”
him and the faction leaders who have reasons to
want him dead, particularly Sister Losadra and There is not much personality left in the once
Alisabeta Vearra. beloved and revered Sun Princess, the woman
who slew the Blood Dancer in Mergile and spent
Encampment her entire life fighting heretics and creatures of
Sarvola and company set up camp by the lake, on a darkness. Now there is only hate – hate for Prios’
little islet surrounded by a swampy wetland which murderers, especially the Ambrians who know-
almost serves as a moat. They quickly construct two ingly contributed to the Lawgiver’s death and the
footbridges, one to dry land and the other leading spread of The Eternal Night. At the top of her kill-list
out towards the lake, built in sections that can be is Father Sarvola, the Arch Heretic.

154
SYMBAR 8
Enforcer
“Die, murderer!”

All Enforcers in Alisabeta’s sun are lowborn nobles.


They know how to conduct themselves properly, but
no longer care about manners or etiquette. Their
eyes burn with a fire that is never seen in other
nobles, possibly as a result of the corruption they
have willingly contracted to be more effective in
their quest for vengeance.

Manner Calmly fanatical


Race Human (Ambrian)
Resistance Strong
Traits Contacts (Sun Knights)
Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
Manner Calmly furious
Persuasive 10 (0), Quick 13 (−3), Resolute 11 (−1),
Race Human (Ambrian) Strong 15 (−5), Vigilant 7 (+3)
Resistance Mighty Abilities Beast Lore (novice), Berserker
(novice), Equestrian (adept),
Traits Contacts (Church of Dead Prios)
Iron Fist (master), Man-at-arms
Accurate 10 (0), Cunning 7 (+3), Discreet 5 (+5), (master), Mystical Power (adept:
Persuasive 10 (0), Quick 13 (–3), Resolute 13 (–3), either Curse, Levitate, or Unno-
Strong 18 (–8), Vigilant 9 (+1) ticeable), Steadfast (master),
Abilities Beast Lore (master: Abomi- Two-handed Force (adept), Witch
nations), Berserker (master), Hammer (master)
Blessed Shield (adept), Eques- Weapons, Bastard Sword 9 (precise), +3 if
trian (master), Exceptionally Strong Berserker
Quick (adept), Exceptionally
Armor Studded leather 3 (reinforced)
Strong (master), Feat of Strength
(master), Holy Aura (novice), Defense −3 (+5 if Berserker)
Iron Fist (master), Two-handed
Toughness 15 Pain Threshold 8
Force (master), Witch Hammer
(master) Equipment 1D10 thaler, flagellant whip,
symbol of Dead Prios
Weapons, Executioner’s Sword 15 (precise,
Strong unwieldy, massive), or 13 and Shadow Golden yellow with streaks and
ignores Armor, +2 once Tough- blemishes of dark red (corrup-
ness has been halved, +5 during tion: 3)
cavalry shock Tactics: The Knights of Dead Prios fight with
Armor Blackened Templar full plate 7 controlled fury and move in groups to avoid being
(holy), +5 with Blessed Shield flanked; only when they seem to be losing will they
and Holy unleash their berserker rage and attack in full force.

Defense –3
Objectives
Toughness 23 Pain Threshold 9
The fallen Templars have come to Symbar for their
Equipment The Knights of Dead Prios own final battle. Not that they want to die, but they more
nothing but the instruments of
or less assume that such an outcome is certain – the
their revenge
only questions is how much evil they can eradicate
Shadow Streaks of faint yellow against a before they go. However, their merciless attack
darkening background, like the
against the darkness of Symbar is postponed on
last rays of sunlight across the
evening sky (corruption: 3) arrival as they notice the Sovereign’s Oath, and
soon learn about the others who have come to the
Tactics: Alisabeta enters battle surrounded by
the lingering light of Prios, her great sword burn-
ruined city…
ing with wrath, on horseback if the terrain allows.
She does not care about injuries, fully aware that Destroying the Sovereign’s Oath: The Templars
she grows stronger with every wound. have no love for barbarians in general, but the

155
Table 23: The Templar’s Troops
Type Numbers Stats Adjusted Numbers Reference
Enforcer EM×2 Enforcer Mother of Darkness, p. 155
Squire EM×2 Squire Monster Codex, p. 129

Sovereign’s Oath has a very special place in their Encampment


blackened hearts – like Ambrian cultists and sor- Southeast of the campsite of the Sovereign’s Oath
The Fate of cerers, they personify the evil within mankind, is a vast stretch of barren land; a rolling desert of
the Templars and must therefore be regarded as traitors and dust with occasional bare trees, which on closer
If appropriate, the accomplices to the murder of Prios. inspection seem to have turned to stone – or
players and their possibly they are actual sculptures chiseled out
characters should Killing Sarvola: Father Sarvola has long been of large rocks. The upside is that this provides
get to watch as one of the First Revenger’s primary targets. The a clear view in all directions, and the terrain is
the remaining Arch Heretic must die for his crimes against the well-suited for mounted combat; the downside is
Knights of Dead Lawgiver and involvement in his death; meting out that the horses must be led away from the camp
Prios draw their that punishment would mean more to him than every day to graze and drink, and that water
flaming greats- slaughtering every abomination in Symbar! must be fetched from a spring just east of the
words and charge lifeless area.
into the shadows Crushing the darkness of Symbar: In the end,
beneath the root all members of Alisabeta’s expedition – herself The Sacred of the Old Blood
system, for a final included – will die a martyr’s death in a fierce What happens to Agramai and his expedition
battle against assault on the city’s darkness. depends on who they teamed up with in Thistle
Prios’ killers. What Hold. No matter what, the eight nobles will keep
the player charac- Relations a low profile in dangerous situations. They will
ters do not know Normally, the Knights of Dead Prios believe there certainly fight to defend themselves, but are
is what happens are only two kinds of creatures in the world – very careful not to reveal their darker abilities
next, when the those involved in the murder of the Lawgiver, when there are witnesses around (with the
corruption from and everyone else. The latter is usually of little possible exception of mental powers such as
the battle kills interest to Alisabeta and her troops, but groups and Bend Will, which will be used to make enemies
their bodies only individuals who recognize Prios as the Lawgiver f lee). Upon arrival they will initially want to
to bring them have nothing to fear from them (including Black remain with their fellow travelers; the suggested
back as raging Cloaks and individual members of Ralgai or encampment below is based on the allies turning
undead. Nor are Iasogoi’s expeditions). them down.
they aware that
the First Revenger Willingness to Compromise Members
and his remaining Alisabeta does not compromise; she may engage in Agramai Kalfas is the appointed leader of the
Enforcers are short-term collaborations with others who share group, and the other nobles ( Junia Dardall
on their way to her specific objectives, but there will be no bargain- included) will appear to be wholeheartedly loyal
Symbar, where ing. However, neither she nor her companions have as long as he does not exhibit weakness or they find
they will suffer any interest in treasure, knowledge or whatever themselves in a situation where their individual
the same fate. else might be found – such things are left to others, greed comes into play. The rest of the expedition
Next time the as long as the items are not corrupted. members, both sellswords and guides, are bound
Knights of Dead That said, there is one piece of information that to Agramai with slave runes and remain reliable
Prios show up, could make the former Sun Princess soften her until their master dies.
they will fight to attitude: if someone (such as a player character)
avenge the prin- told her where to find the Halls of a Thousand Agramai Kalfas
ciple of Wyrtha, Tears (see Thistle Hold – Wrath of the Warden, page “Bravo! What skill, what style – you’re absolu-
against anything 146), she would agree to more or less anything – for tely marvelous!”
that lives and example making herself and her knights available
breathes… for an attack on another expedition. But one must As the son of Count Marok Kalfas’ fourth and
be very careful. She can just as well decide to put unlikable brother Enek, Agramai’s prospects
the information source in irons and extract the were never very bright. But he soon learned to
directions by other means… cherish his noble blood and view his privileges

156
SYMBAR 8
as inherent, god-given rights. A Kalfas rules over
nature, not the other way around, and the notion
that there are natural forces which he and his kin The Suffering of the Slaves
cannot master strikes him as downright ridic-
ulous. The fact that his own body and spirit are The enslaved companions understand that they must not reveal their plight
changing as a result of his studies and activities to others, verbally or otherwise. However, player characters who actively
has not altered this view – as he sees it, it is a step watch the Prince’s underlings and pass a [Vigilant –1] test will notice that
toward the exaltation mentioned in the ancient they look dejected, sometimes even sad. If asked about it, Agramai explains
Symbarian legends. that the group has been together a long time, but recently lost three com-
Agramai is a true master of manipulation. rades during a similar expedition – hence the sadness.
He is immensely popular in Thistle Hold, for
his generosity and good humor, but over time
that charade has become increasingly diffi-
cult to maintain. That the cult’s leaders are
finally taking action, and that he himself has Boons/ Con Artist (III), Dexterous (III),
Burdens Manipulator (III), Poison Resil-
gained influence and responsibility, makes him
ient, Shadow Spawn (II)
relieved as well as proud. He is fully prepared
Weapons, Sword 4
to act docile and loyal before the leaders, and
Accurate
contribute to the increased power and influence
Armor Concealed armor 3 (concealed,
of the cult – at least until the time comes for a flexible, reinforced)
change of leadership…
Defense +5
Toughness 10 Pain Threshold 5
Equipment Basigor’s Food Pouch (see page
104), the Stone Cloak of Alial
(see page 104), 3 doses of Spirit
Friend, Drone Dew, Moderate
Poison Candle and Shadow Tint,
1 dose of Transforming Draught,
mastercrafted Concealed Armor
Shadow Striped silvery-black, like a metal
plate with blackened scratches Witchsight and
(corruption: 6)
Agramai
Tactics: Agramai is no fighter and will not
In Thistle Hold, Agramai
demonstrate his mystical abilities unless
preforms the Exchange
absolutely necessary. If his side appears to
be winning, he will activate the Stone Cloak of Shadow ritual, which
Alial until the battle is won; when things are makes him seem
looking bad and there is little risk of discovery completely untainted to
he uses Bend Will on an enemy or two to send anyone watching him with
them running.
the Witchsight ability, and
the same goes for Junia.
Manner Cheerfully amiable Junia Dardall Should the player charac-
Race Human (Ambrian) “That is none of your business, is it!?” ters be traveling with their
expedition, the effect of
Resistance Strong
The youngest child of Baron Arto Dardall, his daugh- the ritual will expire after
Traits Privileged, Contacts (cultists, as
the Prince)
ter Junia, was deeply influenced by her childhood one day. If their blight-
in the shade of Davokar. She constantly ignored marks are then exposed,
Accurate 7 (+3), Cunning 11 (–1), Discreet 13 (–3),
Persuasive 17 (–7), Quick 5 (+5), Resolute 10 (0), the prohibition on going into the forest and never they will claim them to be
Strong 10 (0), Vigilant 9 (+1) accepted that its dark power might be harmful or the result of “a shamefully
Abilities Bend Will (master), Exception- dangerous. At the tender age of thirteen she left the unsuccessful expedition to
ally Persuasive (adept), Leader barony for Yndaros to become a lady-in-waiting – a a ruin just east of Odaban,”
(master), Loremaster (master), position that has given her the freedom to better where they fell straight
Ritualist (master: Enslave, Ex-
herself and socialize with like-minded friends, into a pool of simmering
change Shadow, Possess, Raise
Undead), Sorcery (master), especially as she is rarely required at court and black corruption.
Strong Gift (adept: Bend Will), her parents seem relieved about not having to deal
Unholy Aura (master) with their troublesome lastborn.

157
Junia longs for Symbar. That she is traveling Shadow Dark gold, like a gilded mirror
with other cult members does not mean she is loyal covered by a thin, black veil
Already Acquainted?
– she will always put her own interests ahead of the (corruption: 4**)
Note that the player group’s. She is seeking manuscripts, recipes and Tactics: Junia is reluctant to demonstrate her
characters may have met other things that might increase her power over the mystical powers. She stays back, protected by the
Junia in the adventure creatures of the Yonderworld and Spirit World, and sellswords, and tries not to attract the enemy’s
attention. In a really difficult situation she will use
The Darkest Star (see to that end she is willing to betray anyone in any way.
her teleportation ability to escape.
page 144). She was wear-
ing a mask at the time, * See Yndaros – The Darkest Star, page 75
** Lowered with Water of the Dusk, given to her by
but if the Game Master
Duchess Esmerelda
so wishes, a successful
Vigilant test aimed at
Junia could still make her
seem familiar to a player Sacred of the Old Blood agent
character, though not “Blood is the key to unlimited power!”
enough to place her…
The six nobles participating in the expedition are
as power-hungry and narcissistic as their leaders.
Their ages range between eighteen and forty; half
are men and the other half women; and they are all
members of less prominent houses, most of them
with at least three older siblings who will inherit
the bulk of the family influence and wealth.
Unlike Agramai and Junia, they look up to
Esmerelda and her father with great respect,
Manner Haughty and aloof and they would react very strongly to evidence
Race Human (Ambrian) that any of their expedition leaders was putting
Resistance Strong self-interest over the common goal – something
that could potentially be exploited to sow discord
Traits Privileged
within the dark group.
Accurate 10 (0), Cunning 11 (–1), Discreet 7 (+3),
Persuasive 13 (–3), Quick 10 (0), Resolute 16 (–6),
Strong 5 (+5), Vigilant 9 (+1)
Manner Smiles proudly
Abilities Channeling (master), Dominate
Race Human (Ambrian)
(adept), Exceptionally Resolute
(novice), Loremaster (adept), Resistance Challenging
Ritualist (master: Desecrating
Traits Privileged
Rite, Dimension Walk*, Exchange
Shadow, Necromancy, Summon Accurate 5 (+5), Cunning 13 (–3), Discreet 7 (+3),
Daemon), Sorcery (master), Tele- Persuasive 11 (–1), Quick 10 (0), Resolute 15 (–5),
port (master), Witchsight (master) Strong 10 (0), Vigilant 9 (+1)

Boons/ Archivist (II), Medium (III) Abilities Black Bolt or Black Breath
Burdens (adept), Channeling (adept),
Loremaster (novice), Ritualist
Weapons, Quarterstaff 3 (long, blunt)
(novice: Raise Undead), Sorcery
Persuasive
(adept), Spirit Walk (adept),
Armor Concealed armor 3 (concealed, Tactician (master)
reinforced, flexible)
Weapons, Fencing sword 4 (precise)
Defense 0 Cunning
Toughness 10 Pain Threshold 5 Armor Concealed armor 2 (concealed,
flexible)
Equipment Ceremonial book for Mass
Resurrection (see Yndaros – The Defense –3
Darkest Star, page 72), master-
Toughness 10 Pain Threshold 5
crafted Concealed Armor, iron
crown (packed away), blackened Equipment 1D4 doses each of Moderate
fox skull (ritual focus), burial poison, Shadow Tint, and Herbal
shroud, 4 doses Elixir of Life Cure.

158
SYMBAR 8

Shadow Dark gold, like a golden tray in


into alliances with others. But that does not
the shade (corruption: 3) stop them from pretending to do so; nor from
Bloody Deeds
pitting different groups against one another. The
Tactics: The six cultists were chosen partly be-
cause of their skill with the fencing sword, but that Game Master can expect them to do anything The members of the
does not mean they are eager to fight. They stay to achieve their goals – they will not hesitate to Sacred of the Old Blood
behind their sellswords as long as possible, using lie, betray or kill. view themselves as
their swords if the need arises and unleashing chosen elites, superior
their powers as an absolute last resort. Willingness to Compromise to everyone else, and as
The Sacred of the Old Blood would never compro- such they do not have any
mise, but lies and deceit are their lifeblood. They moral reservations about
Objectives will happily lie about alliances and agreements, treating their “fellow hu-
The mission given to Agramai by his superiors is preferably in a way that makes others take risks man beings” any way they
to find a cure for undeath, in the form of written while they themselves sit back and enjoy the fruits like. Once in Symbar they
recipes or rituals. Personally, however, he is mainly of their labor. will soon start kidnapping
looking for artifacts, powers and other kinds of people from other expedi-
rituals – anything that might increase his own Encampment tions, with help from their
power – and he is prepared to go very far to seize If Agramai and company find themselves with- barbarian warriors, some-
control of Symbar. out allies, they will not care about prudence or times beginning with Ju-
caution. They set up camp in a small, overgrown, nia Dardall using Teleport
Obtaining an overview: Initially, Agramai will roof less ruin by the riverbank southeast of to move the targets away
keep his cool and let others take the risks; he is Symbar and immediately start to expand their from their allies. These are
happy to discuss interesting places to explore, but forces using the Raise Undead ritual – first rean- then brought to a secret
then offers to stay behind and “guard the camp.” He imating any fallen companions and then, under hideout near the campsite
also tries to find out what other expeditions know cover of darkness, taking what they need from they are probably sharing
(see the text box Bloody Deeds). the half-open mass graves of the Sovereign’s Oath. with someone else, where
Within a few days their camp will be guarded by Agramai marks them with
Mass resurrection: After a few days (see sugges- two dozen undead (stats as Dragoul, page 230 in slave runes (the Enslave
tions on page 113), Agramai sets his real plan in the Core Rulebook). ritual) and forces them
motion: he initiates the mystical ceremony Mass to talk.
Resurrection on the upper plateau, with a view The Iron Pact
of the place where the Battle of Symbar raged the The Dark Watch is in tatters, not only in the sense
fiercest. For more information, see The Army of that many have been killed, but also because their
the Damned on page 218. surviving members are disoriented and struggling
to cope with the current situation. They have not
Mounting the Throne of Thorns: Agramai’s ulti- given up, and reinforcements will arrive, but there
mate goal is to sit on the Throne of Thorns, which is much to suggest that they have lost their grip on
will certainly be possible if the Mass Resurrection Symbar forever.
is successful. What he does not know is that Junia
and his other companions have the same plan – Members
something the Game Master can use if the situation Princess Geliael is formally in command, but since
presents itself… their flight from the Sovereign’s Oath, the more
vigorous autumn elf Ardil has emerged as the
Relations effective leader of the group.
The Sacred of the Old Blood regard themselves What remains of the Dark Watch is still a
as superior and would never seriously enter force to be reckoned with, though not strong

Table 24: The Sacred of the Old Blood’s Troops


Type Numbers Stats Adjusted Numbers Reference
SotOB agent 6 SotOB agent Mother of Darkness, p. 158
Warrior 6 Guard Warrior Core Rulebook, p. 216
Ranger 6 Late-summer Elf Core Rulebook, p. 205
Undead 0 Dragoul Core Rulebook, p. 230

159
enough to take on the Sovereign’s Oath alone. Ardil
The individuals listed below are accompanied “This cannot be allowed; the darkness of
by five autumn elves with no fighting ability, Symbar must never awaken again.”
who previous helped Geliael watch for intruders
in Symbar and its surrounding area. If stats for Unlike his leader and fellow members of the Dark
them are needed, use Ardil as a basis, but with Watch, Ardil is both talkative and capable of
Wisdom of the Ages (I) and without the power decisive action – not because he wants to be, but
Entangling Vines. because someone in Symbar must play that role
when conversing with others on site.
Princess Geliael Ardil will approach any group arriving in the
“It is not too late, it must not be too late…” area, apart from the Knights of Dead Prios, whom
he immediately dismisses as obvious enemies. He
As an autumn elf Geliael was a fearsome warrior, comes alone in the hope of forming an alliance
but now she remembers only bits and pieces of powerful enough to bring down the Sovereign’s
that time. When she woke from her third hiber- Oath. If the player characters are hesitant, he will
nation, maintaining the mystical fetters over try to convince them with horror stories about the
Symbar seemed like her only purpose in life. She monsters that might awaken and the corruption
meditated long and hard, probing deep into the they would spread. If they still do not listen, he sadly
collective memories of the Iron Pact, and learned shakes his head: “Then you must leave, right now, or
to perform the rituals and ceremonies that could we will have no choice but to consider you enemies, just
help her preserve said powers. But that is all she like the drakworm and its army.”
knows, and all she cares about.
The Princess will not fight, and is therefore pre-
sented without stats. If she ever feels threatened,
she will shapeshift into an immobile, but also inde-
structible, statue of adamantine, greenish-black
stone, which is also immune to mystical powers.
She will remain in that form as long as there is a
perceived threat.
Should the player characters lack access to a
certain ritual or power, perhaps Ardil can per-
suade Geliael to perform it on their behalf. But in
that case it will cost them a valuable favor – for
example the player characters must hand over an
item they have found which the Iron Pact believes
to be dangerous, or carry out some kind of mission
for the elves.

Manner Neutral face, expressive eyes


Race Elf (autumn elf)
Resistance Strong
Traits Long-lived, Pariah, Wisdom of
the Ages (III)
Accurate 5 (+5), Cunning 13 (–3), Discreet 10 (0),
Persuasive 10 (0), Quick 7 (+3), Resolute 18 (–8),
Strong 9 (+1), Vigilant 11 (–1)
Abilities Borrow Beast, Entangling Vines
(master), Exceptionally Resolute
(master), Inherit Wound (master),
Ritualist (master: Break Link,
Death Divination, Nature’s Lullaby,
Tale of Ashes, Witch Circle), Staff
Fighting (adept), Witchcraft (mas-
ter), Witchsight (master)

160
SYMBAR 8

Weapons, Quarterstaff 3 (long)


Accurate
Malahai or Teara-Téana
Armor Skald’s Cuirass 3 (reinforced,
flexible) Gaming groups who have experienced the adventure Thistle Hold – Wrath of the
Warden and Karvosti – The Witch Hammer may replace Ardil with Teara-Téana
Defense +1
(see page 155) or Malahai (see page 118). In that case the replacement has re-
Toughness 10 Pain Threshold 5 cently requested to be transferred to the Dark Watch, convinced that defending
Equipment 2 doses of Spirit Friend, 3 doses Symbar is the most important task an Ironsworn could undertake. Use the stats
Elixir of Life, Flask of Lingonberry presented below or the ones from the previous descriptions.
Juice.
Shadow Greenish yellow with brown
spots, like autumn leaves struck
by the oncoming winter (corrup-
tion: 3) Shadow Green, shifting between bright
and dark, like a swaying leaf on
Tactics: Ardil is no warrior. In combat he will the lower branches of a tree
first try to ensnare as many enemies as possible (corruption: 0)
before attempting to make them see the error in
using violence against Creation. If the opposi- Tactics: The autumn elves prefer to keep their
tion seems tough, he starts by inhaling a dose of distance, but can also use their bows in melee
Spirit Friend. combat if need be, fighting back to back to avoid
being flanked.

Dark Watchman
“Nevermore!” Objectives
Ardil’s aim is to drive out all intruders and restore
The remaining armed wing of the Dark Watch the mystical fetters that keep the darkness of
– two women and two men – are tall and proud, Symbar dormant – something the remaining shreds
ready to do whatever it takes to defend their of the Dark Watch cannot manage by themselves.
mystically trained friends. If attacked, they will He and several others know exactly where to find
not hesitate to slay anyone who endangers their the Throne of Thorns, but will never reveal its loca-
mission, nor have they any qualms about killing tion unless absolutely necessary – that is, if their
people who violate the area’s taboos. enemies are on the verge of finding it and the Iron
Pact must seek allies to prevent them from doing so.

Manner Terse, uncompromising Forming an alliance: The Sovereign’s Oath is too


Race Elf (autumn elf) strong for the Dark Watch to handle on their own
Resistance Strong
– an alliance must be forged between groups who
share their other objectives.
Traits Long-lived, Pariah
Accurate 10 (0), Cunning 10 (0), Discreet 7 (+3), Aiding the Weaver inside the Mother Tree: A res-
Persuasive 5 (+5), Quick 13 (–3), Resolute 11 (–1), cue party must be sent to the Mother Tree once the
Strong 9 (+1), Vigilant 15 (–5)
Sovereign’s Oath has been driven off; something has
Abilities Acrobatics (adept), Arrow Jab happened to the eternity elf known as the Weaver,
(master), Man-at-Arms (adept),
but what that is remains unclear. See The Mother
Marksman (master), Rapid Fire
(master), Sixth Sense (master)
Tree on page 190 for more information.

Weapons, Mastercrafted longbow 6 (pre-


Driving out the intruders: When the darkness
Vigilant cise, deep impact), fires three
arrows per combat action, or one has been fettered once again, all intruders must be
that ignores Armor expelled from Symbar. This is non-negotiable; even
Armor Lacquered silk cuirass 4
diplomatically inclined elves like Ardil are prepared
(flexible) to see this accomplished, by force if necessary.
Defense –5
Relations
Toughness 10 Pain Threshold 5 The Dark Watch is a special branch of the Iron Pact
Equipment 20 arrows, 3 Herbal Cures, 2 in that many of its members have never met any
doses Elixir of Life Ambrians or clanfolk before. Consequently, they

161
Table 25: The Iron Pact’s Troops
Type Numbers Stats Adjusted Num- Reference
bers
Dark Watchman 4 Dark Watchman Mother of Darkness, p. 161
Warrior 5 Late-summer elf Core Rulebook, p. 205
Mystic 4 Autumn elf, but with Entangling Core Rulebook, p. 205
Vines instead of Ritualist

do not have many preconceived notions about the – Amanmaar because he knows the area relatively
members of the expeditions, but judge them solely well, and Miralba because of her extraordinary
by their words and actions in Symbar. Their funda- shapeshifting ability. Both of them are experienced,
mental values are rooted in the sanctity of Creation highly skilled and fanatically devoted to the strug-
and the necessity to once again plunge the darkness gle of keeping the night at bay.
into fettered slumber – they loathe violence in all its
forms, but can accept a great deal of self-loathing if the Huldra Yeleta
purpose is to suppress the raging power of corruption, “Protect the light, flee the dark – that is all.”
though not before they have tried to negotiate with
the ignorant wrongdoers (i.e. the Sovereign’s Oath Yeleta is no more familiar with Symbar than any other
or House Kohinoor). living person, but in her dreams she has seen its ancient
black soul, its hunger and lust for power. She has finally
Willingness to Compromise accepted that neither she nor the Iron Pact can stop
When other expeditions start to arrive, Ardil will Symbar from awakening – the forces driving this
contact them to ascertain their intentions. The goal development, blinded by senseless greed, are far too
is of course to drive out the Sovereign’s Oath and strong. Her one faint hope lies with a figure who has
restore the mystical protection against the darkness, repeatedly appeared in her dreams: a flickering flame,
which is more important than individual treasures shrouded in blackness yet shining relentlessly, trapped
– as long as they are not corrupted. Allies may be (or simply just living) among the ruins. She knows
allowed to keep what they find in Symbar, if they roughly where to look, but needs allies to attempt it.
promise to let the Dark Watch examine the items As for her personality, the spine-chilling sto-
and confiscate anything that might cause direct or ries Ambrians tell about the Huldra are far from
indirect harm to Creation (the Game Master decides). untrue – Yeleta can strike fear into the heart of just
about anyone, and her iron gaze is sharp enough to
Encampment subdue even the pluckiest of heroes. You can read
The elves are constantly moving around in the woods more about the Huldra Yeleta in the Core Rulebook
located west, south and east of Symbar. They never (pages 26 and 63–66), as well as in Karvosti – The
stay in the same place for more than four to five Witch Hammer (pages 14–15, 42 and 145).
hours, and avoid areas with few escape routes – they
stay on the forest floor, not in caves or up in the trees.

The Witches
Darkness descends on Davokar, ever deeper, blacker
and more impenetrable. Yeleta has not come to
Symbar to negotiate or persuade the intruders to
turn back; she is there to observe and, if possible,
prevent a total disaster.

Members
Yeleta represents the three witches in negotiations
and discussions, but in reality, all decisions are
made jointly, not least because she herself has barely
left Karvosti since her appointment as Huldra.
The two keepers who accompanied Yeleta
to Symbar did so for partly different reasons

162
SYMBAR 8

Manner Serious behind her mask Creation as if it was his own. He has no illusions
about being able to ease nature’s pain, but hopes
Race Human (barbarian) The Huldra’s
that Yeleta will know what to do, and therefore
Resistance Mighty follows her directions to the letter. Invitation
Traits Contacts (Witches), Bushcraft If the player characters
(II, Davokar) have already met the
Accurate 10 (0), Cunning 15 (–5), Discreet 7 (+3), Huldra and/or Miralba
Persuasive 18 (–8), Quick 9 (+1), Resolute 11 (–1), and were not outwardly
Strong 5 (+5), Vigilant 10 (0) hostile, Yeleta will invite
Abilities Artifact Crafting (master), them to a meeting at
Dominate (master), Exceptionally the witches’ thorn fort
Cunning (adept), Exceptionally (see page 165). She does
Persuasive (master), Inherit Wound
this by creating a lesser
(master), Leader (master), Lore-
master (master), Ritualist (master: artifact called a Meeting
Borrow Beast, Death Divination, Stone (see the Advanced
Fortune-telling, Nature’s Lullaby, Player’s Guide, page
Witch Circle), Steadfast (master), 124) which Miralba then
Storm Arrow (master), Strong Gift grasps with her talon and
(master: Witchsight), Tormenting
drops near the player
Spirits (master), Witchcraft (mas-
ter), Witchsight (master) characters’ campfire. A
person who possesses
Boons/ Augur, Horrifying (III), Medium,
mystical powers and
Burdens Nightmares
touches the stone will
Weapons None Manner Frowns glumly
know who sent the invita-
Armor Witch gown 3 (reinforced, Race Human (barbarian)
tion and where to find her.
flexible) Resistance Mighty
Defense +1 Traits Bushcraft (III, Davokar),
Toughness 10 Pain Threshold 3 Contacts (Witches)

Equipment Four masks (see the text box Accurate 9 (+1), Cunning 10 (0), Discreet 10 (0),
titled The Masks of the Huldra), Persuasive 7 (+3), Quick 15 (–5), Resolute 15 (–5),
3 doses each of Spirit Friend, Strong 5 (+5), Vigilant 11 (–1)
Wraith Dust, Strong Antidote, Abilities Alchemy (master), Cloak of
Purple Sap and Herbal Cure Thorns (master), Entangling
Shadow Fiercely green, like a stormy sea Vines (master), Exceptionally
of leaves (corruption: 0) Quick (adept), Lay on Hands
(master), Loremaster (master),
Tactics: Thanks to the mask called Ygba’s Ward, Medicus (master), Nature’s Em-
it has been a long time since Yeleta was attacked brace (master), Ritualist (master:
in combat. She expects it to save her in future Living Fortress, Nature’s Lullaby,
confrontations as well, and focuses on leading Quick Growth, Traceless, Turn
her allies before summoning the creatures of the Weather, Witch Circle), Witchcraft
spirit world to attack the enemy while she herself (master)
fires storm arrows at threatening mystics.
Boons/ Green Thumb (III), Pathfinder (III)
Burdens
Amanmaar Weapons None
“Nature neither listens nor obeys. It simply is.” Armor Witch gown 2 (flexible)
Defense –5
The wild-bearded Amanmaar of Clan Godinja is as
Toughness 10 Pain Threshold 3
slight as a gnarled tree branch and has seen his people
fall to the advance of the Sovereign’s Oath. He is obvi- Equipment 5 doses each of Strong Poison,
ously haunted by the knowledge that all the witches Elixir of Life, Concentrated
Magic, Strong Antidote, Strong
he once commanded have likely been murdered, but
Purple Sap, Herbal Cure, 2
nature is what it is – it gives and takes away, heals and doses of Thorn Beasties, Mask
destroys, with or without humanity’s help. covered with blackened bark
While in Symbar, the creases of worry never (works as Bark Mask and Mys-
leave Amanmaar’s face; he feels the suffering of tical Focus).

163
as hard as Yeleta’s, and on closer inspection the
short, thick, talon-like fingernails reveal that
The Masks of the Huldra Miralba has a secret.
On the journey to Symbar, Yeleta is bringing along four of the legendary She has never seen herself as a leader, but
masks passed down to her by her predecessors. The masks work as Mys- rather as a warrior fighting for her people and
tical Focus (Witchcraft) and have the following powers, whose activation Creation. In Symbar her main task is twofold: to
counts as an Active action and inflicts 1D4 temporary corruption: conduct reconnaissance in her eagle form and,
in the form of a massive hunger wolf, defend the
Ygba’s Ward: Mask depicted on the cover of Karvosti – The Witch Hammer, Huldra with the help of her familiar, a large female
which for one scene makes living enemies (not undead or abominations) jakaar named Fulba.
afraid to attack the wearer. Anyone wishing to perform some kind of hostile
action requires a successful [Resolute←Resolute] to summon the courage
to attack, where each level of the Horrifying boon adds +1 to the wearer’s
Resolute. Even if the test succeeds, the enemy has two chances to fail the
subsequent success test.

Soalem’s Truthsayer: Mask with a curtain of glass pearls covering the face
which allows the wearer to see through any illusions or transformations with
a successful Vigilant test. Furthermore, the wearer’s use of Witchsight is not
affected by rituals such as Exchange Shadow.

Bagdal’s Bone Spikes: Helmet-shaped skull seen in the portrait of Yeleta,


with fang-like bone spikes over the eyes and cheeks. For one scene the wearer
cannot be possessed by spirits, and has +3 to success tests for controlling (e.g.
Tormenting Spirits) and communicating with (e.g. Death Divination) spirits.

Ktelba’s Blight Veil: Black, transparent veil embroidered with black pearls
that hang down over the wearer’s shoulders, making her completely invisible to
thoroughly corrupted creatures for one scene, as long as she does nothing but Manner Sways her upper body
move. If the wearer interacts with the environment in any other way, abomina- Race Human (barbarian)
tions within sight can detect her with a successful [Vigilant←Resolute]; if she
Resistance Mighty
performs an Active action, a test against [Vigilant] is enough. Once detect-
Traits Armored* (II), Bushcraft (III,
ed, the wearer cannot become invisible again to the creature who has seen
Davokar), Contacts (Witches),
through the veil. Natural Weapon* (II), Regenera-
tion* (II), Robust* (II)
Accurate 5 (+5), Cunning 10 (0), Discreet 13 (–3),
Persuasive 10 (0), Quick 11 (–1), Resolute 15 (–5),
Strong 9 (+1), Vigilant 7 (+3)
Shadow Rugged grayish brown, like the
Abilities Berserker (master), Curse (mas-
dry bark of an alder tree (corrup-
ter), Entangling Vines (adept),
tion: 0)
Iron Fist (adept), Maltransforma-
Tactics: If combat breaks out Amanmaar escapes tion (master), Natural Warrior
into Nature’s Embrace, then uses his powers to (master), Nature’s Embrace
help his allies or attack the enemy. (master), Ritualist (master: Beast
Companion, Black Sympathy,
Borrow Beast, Torment, Witch Cir-
cle), Shapeshift (grand master),
Miralba Wild Hunt (master), Witchcraft
“Wrath should not be underestimated as a (master)
weapon, if properly channeled.” Boons/ Beast Tongue, Bloodthirst
Burdens
It is hard to believe that the small, wiry old woman Weapons, Wolf claws* 16, two attacks at
following at the Huldra’s side is one of the most Strong the same target
powerful witches in Davokar, ever. But the eyes Armor Wolf skin* 3, +5 for Robust and
hidden behind her scraggly mane of long gray Berserker, regenerates 3 Tough-
hair, which often falls over her face, are at least ness per turn

164
SYMBAR 8

Defense –1/+2* some of the player characters seem equally deserv-


ing of her protection.
Toughness 10 Pain Threshold 5
Equipment Alto flute in minor key Thwarting evil: Although the Huldra has little
Shadow Dark reddish purple, like soil hope of reversing the grim development, she
mixed with fresh blood will of course do everything in her power to
(corruption: 0) prevent the darkness of Symbar from waking,
Tactics: Miralba has many tools to use in combat. preferably with the help of other groups such
Usually she starts with a chain of maltransfor- as the Iron Pact.
mations, before shifting into her wolf form and
hunting down enemies alongside Fulba.
Relations
* In beast form Necessity knows few laws, and in the current sit-
uation even the gravest offense can be forgiven, or
at least overlooked for the time being. Even though
Fulba the Black Cloaks and the Church of Dead Prios have
Race Beast (jakaar) killed countless witches (both real and imagined),
Resistance Challenging their determination to fight the darkness can make
them potential allies. The opposite is true for the
Traits Armored (I), Bushcraft (I),
Natural Weapon (II) representatives of House Kohinoor – they are offi-
cially allied with the High Chieftain and the Huldra,
Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0),
Persuasive 7 (+3), Quick 13 (–3), Resolute 9 (+1),
but as far as Symbar is concerned, Yeleta does not
Strong 15 (–5), Vigilant 11 (–1) trust their intentions. There is a strong likelihood
that uncomfortable alliances will have to be made
Abilities Iron Fist (adept), Natural Warrior
(master) for the purpose of betraying a formal ally…

Weapons, Wolf claws 7, two attacks at the


Strong same target
Willingness to Compromise
The Witches want others to help them find the
Armor Wolf skin 2
“flickering flame” from the Huldra’s dreams; apart
Defense –3 from that, they no longer care about details such
Toughness 15 Pain Threshold 8 as individual corrupted artifacts and people or
Shadow Dark reddish purple, like soil corruption-generating deeds. Darkness will fall;
mixed with fresh blood (corrup- all that matters is that as many glimmers of light
tion: 0) as possible survive the coming night.
Tactics: Fulba follows Miralba’s commands to the
letter. Encampment
Our suggestion is that the three witches arrive
a couple of days before the first expedition (see
Objectives Table 17 on page 140), aware that many others are
Yeleta has not formulated any specific goals, but on their way. Realizing that several hunting parties
has come to observe the situation and intervene are hostile to barbarians in general and witches in
when needed – assisting people in distress whom she particular, they decide to set up camp in the heavily
wants to see survive (which may or may not include corrupted area south of the lake – they walk in to
the player characters) and/or combating awakened the tunes of a melody that lulls the darkness to
primal blight beasts from the time of Symbaroum. sleep, and keep singing while Amanmaar builds
a Living Fortress around which Miralba weaves a
Rescuing the afflicted one: The “flickering flame” Witch Circle.
from the Huldra’s dreams must be found and, if the
dreams are true, saved from destruction. You can read The Sovereign’s Oath
more about this under The Mother Tree on page 190. The Sovereign’s Oath will take Symbar once and
for all! But after losing many men on the journey
Keeping Sarvola alive: Thanks to Keeper through Davokar, and even more since their arrival
Kathman, Yeleta knows that Father Sarvola – one at the ruins, Clan Chieftain Rábaiamon is starting
of the best hopes for peace between Ambrians and to have doubts. And with the other factions showing
clanfolk – is on his way to Symbar. His survival is up, one by one, even Odralintos is feeling a pang
extremely important to the Huldra, and perhaps of uncertainty.

165
Members
Rábaiamon is the leader of the invasion force,
though he can hardly do anything without
Odralintos’ consent. He is assisted by the five
commanders who make up the unit’s strategic
council. If he is still alive, the warrior Fundiber
may well be one of them (see Karvosti – The Witch
Hammer, page 112).
The army doggedly working its way toward
their goal of uncovering the dilapidated Imperial
Palace consists of warriors from several clans.
The Game Master can use the stats referred to in
the table below as a basis to add some variety. If
you have access to Karvosti – The Witch Hammer,
they could also be accompanied by twenty or so
Sovereign Witches (page 85).
Rábaiamon’s shrinking force still has plenty of
servants taking care of equipment and animals Manner Superior
and replenishing their supplies of water and Race Human (barbarian)
meat. If the situation becomes truly desperate, Resistance Strong
they may of course be used in combat as well, in
Traits Bushcraft (II)
which case they have stats as Fortune Hunter
(page 215 in the Core Rulebook). Accurate 10 (0), Cunning 7 (+3), Discreet 5 (+5),
Persuasive 11 (–1), Quick 13 (–3), Resolute 10 (0),
Finally, it should be noted that in the run-up
Strong 16 (–6), Vigilant 9 (+1)
to the adventure, the Sovereign force is on the
brink of starvation. Sure, the members of the Abilities Beast Lore (adept: Beasts), Feat
of Strength (adept), Hammer
strategic council have Blackbrew and food in
Rhythm (master), Iron Fist
abundance, but the others have long subsisted (adept), Leader (adept), Man-at-
on half rations. A supply convoy is on its way Arms (master), Recovery (adept),
from Clan Enoai’s territory, but if it fails to Two-handed Force (master)
arrive, Rábaiamon will soon be losing men to Weapons, Long-hammer 9 (bastard weapon,
malnutrition and disease. For more information, Strong deep impact, unwieldy, massive,
see The Caravan on page 216. precise), two attacks at the same
target, or one ignoring Armor
Rábaiamon Armor Field Armor 6 (reinforced)
“Past sins are forgiven; we are the fathers of Defense –3
the future!”
Toughness 21 Pain Threshold 8

Rábaiamon comes from a long line of warrior chief- Equipment Mastercrafted Long-hammer,
Ambrian Field Armor
tains, and although he is getting older, he still lives
up to his reputation. He will never submit to anyone; Shadow Dark green with tinges of grayish
rather, he views Razameaman and his daughter as black, like wet moss with dead
patches (corruption: 2)
tools – necessary allies in his quest to become the
new emperor of the once glorious Symbaroum. Tactics: Rábaiamon loves to fight, but has never
been one to rush straight into melee. Instead he
That the plan was conceived by Odralintos is to
stands back and directs his subordinates toward
him a matter of course – the serpent has provided suitable targets, before personally taking on one of
generations of Gaoian chieftains with good advice the enemy’s strongest fighters.
and active assistance.
The fact that he has lost most of his army
is of course troubling, especially now that the Odralintos
Ambrian expeditions are starting to arrive. But “The time of the beassst hasss come. The
once again, he trusts in Grandfather Lint and reign of Odralintosss beginsss!”
accepts whatever measures are proposed, usually
without hesitation – something that may cost Odralintos is ancient, so much so that he remembers
him dearly… the last human golden age with dread. Even then he

166
SYMBAR 8
was wise enough to stay away from hunting-crazed Commander
princes and the abominations birthed by Symbar, “For the Blood-Daughter; for Symbaroum!”
so until very recently he did not know where to find
Manner Arms folded across their chest
the legendary city. But he has never forgotten the
legends about the emperor and his high seat – the Race Human (barbarian)
Throne of Thorns, which is said to imbue its master Resistance Strong
with unlimited, godlike power. Traits Bushcraft (II)
It is the throne he wants. Ever since humans
Accurate 11 (–1), Cunning 9 (+1), Discreet 5 (+5),
first came to the region he has steered them Persuasive 10 (0), Quick 13 (–3), Resolute 10 (0),
toward t he dept hs of t he forest, where he Strong 17 (–7), Vigilant 7 (+3)
believed Symbar to be located. Now it is close,
Abilities Berserker (master), Exceptionally
so close it makes his fanged snake’s mouth water. Strong (adept), Feat of Strength
Naturally he will not risk his own life as long as (adept), Iron Fist (master), Lead-
there are humans to do the fighting, but once the er (adept), Man-at-Arms (adept),
path to the imperial throne room is clear… Then Recovery (master), Two-handed
Davokar will have a new, monstrous emperor of Force (master)

matchless power! Weapons, Double-axe 14 (deep impact),


Note that Odralintos is a master manipulator Strong ignores Armor
who does not hesitate to lie or break promises. Armor Double chainmail 5 (reinforced),
Perhaps the serpent seeks contact with the player +2 for Berserker
characters in the hope of reaching an agreement Defense –3
that would put the throne within his reach – an Toughness 22 Pain Threshold 9
agreement he will ignore as soon as the dream is
Shadow Brown with stains of white and
about to be realized?
yellow, like granite gravel
(corruption: 0)
Manner Overbearingly condescending Tactics: The finest warriors of the Sovereign’s
Race Reptile (beast) Oath run at the forefront of their troops, utterly
convinced of their superiority. They attack the
Resistance Strong biggest, most fearsome enemy around – anything
Traits Armored (III), Colossal (I), else would be unthinkable.
Enthrall (III), Long-lived, Robust
(III), Sturdy (I), Wings (I), Wisdom
of the Ages (I)
Objectives
Accurate 7 (+3), Cunning 9 (+1), Discreet 5 (+5), The end goal is easily identified: to gain domination
Persuasive 11 (–1), Quick 10 (0), Resolute 15 (–5),
over the ruined city and ultimately root out the
Strong 17 (–7), Vigilant 10 (0)
weeds of the Iron Pact – it shall be rebuilt and made
Abilities Exceptionally Resolute (adept), the capital of the new Symbarian empire.
Exceptionally Strong (adept), Iron
Fist (master), Loremaster (mas-
ter), Natural Warrior (master)
Weapons, Bite 14, or two attacks at the
Strong same target 12/8
Armor Scales 8
The Monster Cult
Defense +4 Almost a hundred of Rábaiamon’s clan warriors are members of a
Toughness 26 Pain Threshold 9 secret monster cult centered around the drakworm Odralintos, includ-
Equipment None ing one Commander, ten squad leaders, and roughly eighty regular
warriors. The Game Master decides whether this internal conflict can
Shadow A dark, matte green, like the
be used in the scheming or whether the schism makes the situation
rustling leaves of a stinging nettle
(corruption: 0) unnecessarily complex.
In the latter case, the cult may be ignored completely until the drak-
Tactics: Odralintos has woken up much more hot-
headed than he was as a lintworm. Sure, he is wise worm tries to reach the throne and the cultists come to his defense; as
enough to appraise the opposition and use his for the former, perhaps Odralintos’ plans can be revealed to Rábaiamon,
enthralling ability if necessary, but if readily pro- leaving the Sovereign army heavily reduced by internal fighting.
voked, he has to pass a Resolute test to restrain
himself and not attack immediately.

167
Table 26: The Sovereign’s Oath’s Troops
Type Numbers Stats Adjusted Numbers Reference
Commander 5 Commander Mother of Darkness, p. 167
Squad Leader 40 Guard Warrior Core Rulebook, p. 216
Warrior 300 Village Warrior Core Rulebook, p. 216
Scout 20 Wilderness Guide Monster Codex, p. 132

Reaching the Imperial Palace: Like most people, Willingness to Compromise


Rábaiamon believes the Throne of Thorns is some- Rábaiamon initially has no real interest in coop-
where in the palace – his primary objective is to clear erating with any of the other groups, but if he and
the way to the ruin and turn it into the headquarters his force manage to reach the palace and establish
for the Sovereign’s Oath in Symbar. For more infor- a fairly safe base of operations, the situation will
mation, see The Imperial Palace on page 172. change – relatively independent groups such as
the player characters, Iasogoi Brigo and Agramai
Finding the Throne of Thorns: If the Sovereign’s Kalfas will receive an invitation to negotiations
Oath is allowed to reach the ruin, but initially fails regarding potential collaborations.
to find the Throne of Thorns, they will set their The compensation promised to temporary allies
sights on other landmarks such as the Crown Ship is the right to keep as many curiosities and treasures
and the pyramid by the Mother Tree – all for the as they can carry, artifacts and collections of rituals/
purpose of finding the throne. formulas excluded.

Eradicating all competition: While searching for Encampment


the high seat, the Sovereign’s Oath starts attacking At the start of the adventure, the Sovereign’s
other hunting parties on site, with the Iron Pact and Oath is encamped in a deforested area east of the
House Kohinoor as their priority targets. Imperial Palace. As their numbers have decreased,
the open space between the forest and the tents
Relations has grown to nearly two hundred meters in all
The Sovereign’s Oath can hardly expect to find directions. Water is fetched from the lake to the
allies among the newly arrived expeditions. A slight north, where they also fish to supplement their
The Treasures of the exception is the Reformists, who focus mainly on shrinking supplies.
Sovereign’s Oath domestic political intrigues and would rather see Unless the player characters and other hunt-
During their time in Rábaiamon dominate Symbar than Ralgai Melion. ing parties act to prevent it, they will reach the
Symbar, Sovereign Not that Sarvola would propose an alliance, but if Imperial Palace in a few days. Two dozen of their
warriors have amassed the Sovereign’s Oath make their way to the palace warriors are killed in battle against the abomi-
a considerable amount and establish themselves there, he may well provide nations, but in the end they have secured a great
of treasure, not least on them with information which helps them destroy base for further conquest. See page 174 for a map
their way to the Impe- the Queen’s expedition. and details about the palace.
rial Palace. Most of it is

Overview
probably junk, but player
characters who find the
stash in one of the central The map on page 170–171 provides a good overview a fine net. The threads once glowed in a healthy
pavilions will (as a sug- of Symbar and its surrounding area. The cover of greenish-brown tone as they coated the ground
gestion) get their hands roots concealing the city stretches from east to and climbed over and through every structure in
on 1D10+10 Curiosities, west for about ten kilometers, and almost fifteen the city. Now they are all turning black, shriveling
1D4+4 Mystical Treasures from north to south. The cover is between one and and dying, which explains why so many of Symbar’s
and 1D4–2 Artifacts. If two meters thick, growing like a winding ceiling unholy inhabitants have come back to life.
one of the characters’ roughly ten to fifteen meters above ground; being The thousand mighty oak trees are scattered at
competitors gets their below is like moving through a huge, dark hall full of irregular distances from each other, denser and
hands on the treasure, ruins in various stages of decay, with a ceiling that denser the closer one gets to the center of the area,
the Game master decides lets in thin beams of sunlight/moonlight or wider and in many places the ruins have broken through
what they find. columns where larger openings have emerged. the root cover, dressed in vines and blackening
Beneath the cover is a second blanket of roots, moss – a few stories of a collapsed tower, parts of
consisting of mycelium-like threads meshed into a wall section; rarely anything like an unscathed

168
SYMBAR 8
structure. The most eye-catching elements are
undoubtedly the rock of the Imperial Palace,
the Library Spire, and the deck and masts of the The Expanse of the North Lake
Crown Ship. The exact nature of the waters north of Symbar is irrelevant to this adven-
Depending on the time and location, the player ture – it could be a long and narrow lake, not much wider from north to
characters will probably see indications of where south than what is seen on the map, or even a wider river; it could also be an
some of the other hunting parties are encamped, at enormous lake, or a wetland with more islets and marshes than open water.
least if the weather is calm and clear so that columns What matters is that the Game Master has thought this through before the
of smoke are rising steadily from their fires. They players ask about it, and has some idea of what type of challenges await the
can also detect movement up on the root cover – a player characters in that area.
few members of some other expedition, a patrol of
Sovereign warriors, or possibly an abomination
or some other monstrosity that has crawled up
from the shadows below. They might even hear
distant screams, blood-curdling shrieks, or the Movement
clang of steel against steel coming from somewhere Regardless of where the player characters set up
ahead. Whatever the case, it should be clear that camp, they will most likely have to travel fairly long
the area is not nearly as desolate as other parts of distances every day. Reaching the northern parts
Dark Davokar. of Symbar may even require a two-day journey,
In short: a huge and dangerous adventure land- with an overnight stay at or near their destination.
scape is waiting to be explored and subdued, or The woods around Symbar are dense and
at least survived. Before describing a number of inaccessible and count as Dark Davokar during
specific adventure locations and events, we would travel. However, we recommend that you limit the
like to say a few words about Symbar as a site for number of clashes with wild animals and other
good old-fashioned treasure hunting, and what it aggressive creatures; use the suggestions presented
is like to travel the area. under Dangers in the Area (page 141) and let the

Treasure Hunting
Table 27: Encounters in Symbar
Player characters who have come to Symbar to
harvest its riches should of course get to do just D20 Encounter Description
that. The Game Master can use the members of 1–5 None –
other hunting parties to try and lure them into
6 Scout, House Kohinoor 1 Queen’s Spy, 2 Ranger Captains
the plots about the awakening darkness and the
7 Patrol, House Kohinoor PC number of Ranger Captains, led
hunt for the Throne of Thorns, but some gaming
by 1 Pansar
groups may well choose to ignore all that, at least
initially. Even an expedition focused entirely on 8 Excavation, House Kohi- PC number of Ranger Captains, led
noor by 2 Adepts of the Order
treasure hunting will soon be affected by the other
groups’ conflicts and the growing strength of the 9 Scout, Black Cloaks 1D4+2 Experienced Black Cloaks
city’s raging powers. 10 Patrol, Black Cloaks PC number of Experienced Black
Whether the treasure hunting is the charac- Cloaks, led by 1 Templar
ters’ main occupation or something they do in 11 Excavation, Iasogoi Brigo 2 Guard Warriors, 2 Rangers, 2 Ad-
conjunction with other tasks and missions, the epts of the Order
Game Master is referred to the section titled 12 Aluin –
Expeditions in Davokar (page 86–100). The tables
13 Patrol, Knights of Dead PC number of Enforcers
below replace the ones concerning Encounters Prios
(Table 3) and Enemies (Table 4) and apply specif-
14 Excavation, Sacred of the 2 Guard Warriors, 2 Rangers, 2 Sa-
ically to Symbar. A roll is made for each hexagon
Old Blood cred of the Old Blood Agents
the characters explore, or for every day that passes,
15 Scout, Iron Pact 2 Late-summer Elves, led by 1 Dark
without modification – no training or past experi-
Watchman
ences will help you in Symbar!
As for treasures, each hexagon on the map of 16 Miralba Initially in beast form
Symbar counts as 1d4 ruins, the rest are completely 17 Scout, Sovereign’s Oath 1D4+2 Wilderness Guides
collapsed. The result of the roll shows how many times 18 Patrol, Sovereign’s Oath PC number of Village Warriors, led by
the player characters may roll on Table 2 on page 93, 1 Guard Warrior
after which the usual rules for excavation apply. 19–20 Roll twice on the table +1 Encounter per result

169
House Kohinoor

Iasogoi Brigo

Reformists

Witches

Sacred of the Old Blood


Black Cloaks

170
SYMBAR
W
8

Nw
sv
6
5

N
S

Ne
Se
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8
0 300 600 900 1200 1500 m

Sovereign’s Oath

Church of Dead Prios


1 Imperial Palace
2 The Crown Ship
Camp Sites Prey
3 The Mother Tree
4 Castle Thorn
Hideouts Edible Plants
5 The Caravan
6 Ceremony Circle Alchemical
Fresh Water ingredients
7 The Library Spire
8 Steps in the rock
171
Tabell 28: Enemies in Symbar recommended. Not only are they time consuming
(like in Dark Davokar), but the darkness is omni-
D20 Enemy Description
present – a roll on Table 28: Enemies in Symbar
1–5 None –
is made for every square passed on the map, and
6 Blight Red Plague in the area (see page 104) another on Table 29: Corruption in Symbar. If
7 Awakened undead PC×2 undead with stats as Dragoul the latter reveals that the area is corrupting, the
8 The College of Mystics 2 Necromages, with PC number of players make Strong tests for their characters
Dragouls and companions; those who fail are afflicted by
the blight. The only upside is that other hunting
9 The noble 1 Cryptwalker, with PC×2 Dragouls
parties can be avoided: a roll is made on Table
10 The blight born PC×2 Blight Born Humans
27 for every stretch/mile as stated above, with
11 The blight beasts PC number of bestial abominations the difference that the player characters have a
(Blight Born Elk) chance to detect the others first, by succeeding
12 The swineherder PC/2 Blight Born Aboars, with 1 with [Vigilant←Discreet].
Glimmer Finally, there is one last alternative. From the huge
13 Invisible killers 2 Scorners sinkhole south of Symbar it is possible for the char-
14 The wrath of the earth PC number of Gobble Gnomes acters to make their way through the Underworld,
(Vengeful Terrain) via natural cracks and caves, up through Symbarian
15 The enraged Spectral Swarm (see page 105)
sewers and catacombs, into basements which (if one
is lucky) have openings on the ground level. This path
16 The blight mist Corrupted Nature, 1D4+1 dangers
has the advantage of containing fewer threats; the
17 Clattering jaws Night Swarmers, Murder Cloud drawback is that encounters that do occur are much
18 The sisters 2 Primal Blight Beasts more dangerous, and that one can easily get lost down
19–20 Roll twice on the table +1 Enemy per result there, possibly having to go through the ruins. As a
suggestion, the players roll a d6 twice per stretch. A
result of 1 on the first means that they encounter a
Mighty adversary (such as a World Serpent, wallower
characters run into enough of them to make them or a Primal Blight Beast); the second roll is modified
understand how dangerous the region really is, but by –3 and the outcome shows how many squares away
not so frequently that it becomes tiresome – better from their destination the characters are when they
to have a few truly dangerous confrontations than reach the surface.
Lulling Symbar many easier ones.
to Sleep Traveling on top of the root cover is easier, Table 29: Corruption in Symbar
equivalent to movements in Bright Davokar. Here 1d20 Corruption*
The ritual Nature’s Lullaby it might be time to let the players make a roll on
1–5 None
is very effective for people Table 27: Encounters in Symbar for each stretch of
moving through the ru- travel (or each mile, if that seems preferable). Other, 6–8 1 temporary corruption per hour
ined city. If one member more threatening creatures seldom move under the 9–12 2 temporary corruption per hour
of the party maintains the open sky, so the risk of encountering them is negli- 13–15 1D4 temporary corruption per hour
ritual while traveling, he gible. However, since the visibility is usually quite
16–17 1D6 temporary corruption per hour
or she may make a Res- good, the Game Master can let the player characters
olute test for every hex witness one or several monstrous figures moving 18–19 1 permanent corruption per hour
passed. On success, the among the rolling roots at a distance, before they 20 1 permanent corruption per half hour
abominations in the area quickly head down into the shadows again. * Note that the temporary corruption does not
will ignore or even avoid Longer trips on the ground, through the ruins wear off until the person reaches an area free of
them. However, this only of Symbar and its dying mycelium roots, are not corruption.
works on abominations,
not on other thoroughly

The Imperial Palace


corrupted creatures such
as undead and those
referred to as Phenom- The contrast with the dusty, dead and trampled ground pink flowers. The bird song is more audible now, and
ena in the Symbaroum of the outer courtyard could not be greater. You step onto you can see the singers, in the trees and perched on the
Monster Codex. a raked walkway of smooth pebbles in black, white and hero’s statue in the fountain that marks the center of the
gray, which runs between patches of fresh, short-cut inner courtyard. Towering before you is the polished,
grass; between tender broadleaves with red, white and golden brown facade of the palace, with ornaments and

172
SYMBAR 8
figures and wide-open double gates, over five meters
tall. And therein rests a bright red carpet on a shiny
stone f loor, leading to a dark gray marble podium General Meeting
crowned by a throne, whose high back is shaped in the If the Game Master so desires, the player characters can, shortly after arriv-
form of sprawling foliage. ing in Symbar, be called to a general meeting in some neutral location, by the
Huldra or Ardil. Other attendees will likely include Ralgai Melion, Sister Losa-
One of the first places the player characters spot dra and Alisabeta Vearra, and the topics to be discussed are twofold: What to
upon their arrival in Symbar will likely be the palace do about the Sovereign’s Oath, and how to stop the awakening of Symbar?
ruin looming over the root blanket, not least because Something that could make the meeting particularly interesting is if one
of the smoke plumes often rising to the east of the player is chosen to represent the player characters, while each of the other
building. Unless they hurry over there themselves, players is tasked with portraying one of the other participants, based on the
the characters may be informed of the Sovereign’s information presented in the Factions section (all subheadings). A possible
Oath’s presence by another group, such as the Iron drawback of this is that the factions become less mysterious to the players;
Pact or the Witches. It is quite likely that the palace of they would know things about the opponents that their characters do not.
the last Symbarian emperor will be an early focus for But that problem can be tackled, at least in part, by the Game Master allow-
the player characters, and if they manage to get inside, ing the factions’ objectives and reasoning to change over the course of the
a surprising encounter awaits in its halls: Emperor game, so that the players’ information eventually becomes dated.
Symbar is once again the master of his palace!

Incentives
There are several reasons for the player characters
to visit the Imperial Palace. Sheer curiosity is of appears to have been partially restored, especially
course one of them; the assumption that the Throne the surface facing south toward the garden – the
of Thorns will be there is another. And they do not golden brown stone is free of cracks and imperfec-
necessarily have to go there alone. The Iron Pact, tions, so meticulously polished that it shines in the
the Witches and almost all of the newly arrived sun; its decorative statues, chiseled windows, and
hunting parties have an interest in destroying ornaments seem newly built; and those who enter
the Sovereign force, or at least driving them out the inner courtyard will be amazed that even the
of Symbar – to stop their pillaging or to gain access five-meter-high, open double gate of silvery metal
to the palace themselves. looks brand new.
As for the corruption in the area, it is practically
Description non-existent on the rock. But the blight still plagues
The mighty Imperial Palace stood for more than the ground that surrounds it; anyone down there
three hundred years, until the Battle of Symbar, must pass a Strong test every hour or suffer 1d4
towering over the surrounding city. Large parts of temporary corruption.
the building were crushed in the decisive hour of The different parts of the Imperial Palace are
the battle, when Prince Eneáno’s weather weavers detailed below, followed by a number of scenes that
ripped the blight born dragon Fofar from the sky, may take place in or around the ruin. The section
plunging him onto the rock on which it was situ- concludes with a brief run-through of the other
ated. Only a fifth of the palace remains, including hunting parties’ approaches to the Imperial Palace,
the throne room and the emperor’s beloved garden, and what roles they may play during the player
as well as the southern courtyard where many of characters’ arrival and investigations.
the city’s prominent individuals sought refuge.
The rock rises roughly twenty meters above the The Corridor
root blanket, and its slopes are covered by what seems The Sovereign’s Oath has chopped and sawed down
from a distance to be rust-brown thorn bushes. These parts of the root blanket to form an almost two kilo-
will soon prove difficult to overcome, especially on meter long, fifty-meter-wide, open road towards the
the north side where the bushes are both wide and ramp leading up to the gatehouse. The severed roots
deep. Getting onto the plateau will therefore be a dangle along the sides of the corridor like a sparse
challenge, which is described in greater detail under curtain over and between dilapidated buildings of
the heading Ways Inside on page 177. different heights, and the sun shines down upon
The part of the palace that still stands is roughly the exposed ruins covering the ground in-between,
twenty meters high in the far south, while the upper most of them badly damaged by the ravages of time.
stories are increasingly collapsed the further north The mycelium roots on the ground are still there,
one goes. It also gives a strange impression: the facade climbing over blackened soil and graying lichens, and

173
N

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e
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sw

Se
S

10
0 25 m

2 8

7
2

6
2

4
3

5
2

IMPERIAL PALACE 6. Inner Courtyard


1. Corridor 7. Small Throne Room
2. Moat of Thorns 8. Mosaic
3. Ramp 9. To Escape Tunnel
4. Gatehouse 10. Fofar the
5. Outer Courtyard Destroyer

174
SYMBAR 8
the abominations and undead who once roamed the defend the flames and feed them oiled firewood.
area have been slain by the barbarian warriors – at the The process takes five turns to complete, and each
Rabáiamon’s Strategy
cost of numerous lives and a great deal of suffering. turn the characters are attacked by another 1d6
By Day 1 of the adventure, Rábaiamon’s forces Thorn Beasties and 1d6 Living Thorns. You may wonder why the
have gotten so far that it will only take them Sovereign’s Oath does
another three days to reach the foot of the ramp, The Ramp not just go to the palace
if they are not disturbed. Which, of course, they The ramp leading up to the gatehouse of the outer via the upper root cover,
will be; as soon as the Knights of Dead Prios arrive wall is almost two hundred meters long, with an like the player characters
in the area, they will carry out raids which delay altitude difference of roughly thirty-five meters. might. The answer is sim-
the deforestation in various ways. But ideally the The moat of thorns is particularly wide where it ply that they are preparing
player characters and the other hunting parties climbs over the approach to the palace, and takes for the Blood-Daughter’s
should still have a sense of urgency to deal with eight movement actions to push through (or six arrival – they want to
the Sovereign’s Oath – if Rábaiamon’s troops reach with a successful Strong test). secure a safe path to the
the palace, they will gain a significant advantage top of the fortified rock,
over all competitors! Gatehouse free of abominations and
The outer wall of the palace is four meters high dangerous vegetation.
The Moat of Thorns and made from dark mottled granite with a rough
The slopes of the palace rock are covered with thorn surface, clearly worn by wind and weather. The gate-
bushes which to this day are drawing their corrupted house rises another two meters and is roughly ten
sustenance from the body of the blight born dragon paces deep, with a sturdy portcullis at the entrance,
slumbering in the vast field of thorns stretching out immediately followed by a double gate of dark gray
north of the ruin. A successful Vigilant test aimed metal. The grille is shut, and the gate bolted.
at this field reveals that it is heaving up and down The grille can be raised with a winch on the
at regular intervals, barely noticeable, but clearly upper floor of the gatehouse. In other words, one
enough to indicate that a gigantic creature is resting must first reach the top of the wall, then squeeze
beneath its roots. The Clairvoyance ritual can be used oneself through one of the crenels or pick the lock
to actually see the monster down there, curled up, on the iron gate of the balustrade, before finally
the tail resting over its head. operating the winch. The Game Master decides
The thorn bushes themselves are dangerous. In whether any success tests are required on the way
the narrowest part it takes six movement actions in, but it takes a successful Strong test to rotate the
to get to the other side, or four with a successful jammed winch wheel.
Strong test. For each movement action performed The gate has to be unbolted before it can be
among the bushes, the characters must succeed opened (otherwise it has Toughness 50, Breakpoint
with [Vigilant –5] – on failure they are hit by a 20, and Protection 20). The abominations described
Penetrating thorn with damage 6; if it pierces the below become a problem at this point. A diversion
victim’s protection, that person is afflicted by a further away along the wall can give someone 1d4+1
Moderate poison and 1d6 temporary corruption. turns to operate freely inside the gate; without such
Added to this are the blight born Thorn Beasties an effort the time limit is just one (1) turn. It takes a
(the Advanced Player’s Guide, page 123) and Living
Thorns (the Monster Codex, page 65) who live among
the bushes, both with the addition of Corrupting
Attack (I). Every person wading through the thorns
rolls 1d10 per turn to decide whether any creatures Fofar Awakens
detach themselves from the branches – 1–4: none, If the player characters attempt to reach the part of the palace that lies
5–7:_one Thorn Beasty, 8–9: one Living Thorn, 10: buried north of the rock, there is a significant risk that they will awaken
one of each. These creatures will not leave the safety Fofar the Destroyer. For example, this might happen if they manage to set
of their home; characters who manage to escape fire (or if the fire spreads) to the north part of the thorn field, or if they
the thorn bushes will not be pursued. chop their way to the ground. In that case, use the stats of a Dragon (the
Player characters trying to set fire to the veg- Symbaroum Monster Codex, page 37), but with all traits at level III, and
etation will find that it takes more than a jar of with the addition of Corrupting Attack (III), Harmful Aura (III, corrupt-
oil and a flame arrow (or equivalent); such fires ing), and Regeneration (III). A somewhat sluggish Fofar will massacre
will quickly go out due to the life-giving juices of every living being around, before flying off into the sky and disappearing
the thorns, and because the creatures inhabiting toward the Ravens.
the field isolate the part that is burning. To really
set the bushes ablaze, the player characters must

175
successful Strong test to remove the equally jammed The Palace
bolt – one attempt is allowed per turn. The Emperor Spirit has not only invested lots of
time and effort into cultivating the garden, but
Outer Courtyard has also begun a loving restoration of the palace
In its glory days, the outer courtyard was a blossom- itself. The map only shows the bottom floor of the
ing park, full of statues, sculptures, caged songbirds remaining part of the structure, which is all that
and bubbling fountains. But that was a long time is needed for the sake of the adventure. But while
ago. Now it is all trampled and dusty, covered with the throne room behind the palace’s massive double
the bones of blight born humans who fell victim to gate rises almost twenty meters, all the way to the
the crazed rage of their fellow prisoners. roof, the east and west wings have three stories
During the Battle of Symbar, many of the city’s above ground as well as basement levels. Should the
nobles were offered refuge atop the palace rock. The player characters want to explore these, the Game
lowborn were assigned the area between the outer Master is free to improvise on the basis that they
and inner walls of the plateau, and were conse- once served as workrooms and offices for Symbar’s
quently directly exposed to the wave of corruption and Symbaroum’s government officials, including
that emanated from the crashing dragon. More than military officers. The restoration of the basements
half of them were blight born within moments, and the upper levels has been sporadic; a few rooms
while the rest, who escaped the wave with only are clean and cleared of rubble, but most of them
severe blight marks, did not survive for long. look pretty much like any other ruin in Davokar.
The abominations have been trapped there ever The throne room is the part of the building that
since, between two sturdy ramparts and the walls of the Emperor Spirit and his helpers have shown the
the palace wings. Some of the clawed monstrosities most love. The red carpet with golden yellow borders
have managed to climb the wall and disappeared has been recreated and leads to a polished marble
into the city; the others have scratched and scraped podium crowned by a restored throne of stone, whose
to no avail. Over the centuries a handful of them high back is shaped like sprawling foliage. Large
have attacked the others in outbursts of rabid sav- braziers are burning at regular intervals along the
agery, slightly reducing their numbers. But there walls, with dancing flames that give off no heat,
are still more than two hundred abominations in seemingly without needing oil or coal. The same can
the courtyard; howling with frustration; clawing be said of the hundreds of flames burning in the five
at the walls and the ground and even their own chandeliers of dark burnished copper hung from the
bodies, longing for living flesh to sink their teeth ceiling by heavy chains, seven or eight meters above
into. If stats are needed, use Blight Born Human the floor. The colors of the huge mosaic on the inner
(the Core Rulebook, page 226) as a starting point. wall are bright and clear (see more below), and the
The player characters have little hope of killing floor’s light gray, brilliantly polished marble tiles do
the entire horde; they must find a way to get past not have even the slightest scratch.
it, or let the creatures out. Suggestions on how to Beyond the north wall of the throne room only
do this are found under the heading Ways Inside the bottom floor remains, increasingly dilapidated
(page 177). the closer one gets to the collapse. The rooms on the
west side were used by the Palace Marshal, the Lord
Inner Courtyard Chamberlain, and their respective staff members,
The contrast between the inner and outer court- while the east rooms served as conference halls
yards could not be greater. The inner wall is almost for official matters. As far as the adventure is con-
seven meters high, so while birdsong can be heard cerned, the most important element is the stairway
amid the surrounding desolation, there is nothing leading down into the center of the rock, from one
to prepare those who reach the top of the wall for of the rooms directly behind the throne’s podium
the sights on the other side – the lush early summer (see more under The Escape Tunnel, page 179).
greenery; the apple trees with flowers of white, pink
and red; the gorgeous flowerbeds; and the fountain Events
bubbling at its center. The sections below addresses a handful of situations
Emperor Symbar comes here every so often, in or challenges the player characters are likely to
spirit form, unable to manifest but still capable come up against at the Imperial Palace. The play- The royal rune Labrys
of interacting with the vegetation. More about ers may of course take their own, more extensive can be seen in many
the Emperor Spirit and the player characters’ initiatives, in search of knowledge and treasure, places in the palace ruin,
encounter with him can be read under the heading but the ones below should cover all that is relevant for instance on the gate
Conversation with the Emperor on page 178. for the story to progress. and the red carpet.

176
SYMBAR 8

Ways Inside of the inner and outer walls, for instance just north Emperor Symbar dwells
It is possible to reach the palace rock by crossing of the gatehouse. The simplest solution is of course in an oasis of color and
the moat of thorns, but as mentioned earlier, that to open the gate and release the abominations. As light, right in the middle
particular route is anything but safe. Those with long as the person unbolting the gate has a plan for of his dark, dying city.
the ability to fly, levitate or teleport will of course getting out of the area alive, this could actually be a
have no problem getting to (and past) the gatehouse great way of eliminating the remaining Sovereign
or the outer wall. Otherwise the player characters forces: as soon as the gate opens, the monstrous
will have to be clever and the Game Master flexible, nobles will rush east and soon pick up the scent of
rewarding good ideas and punishing foolish ones the barbarian encampment. How many survive
with carefully balanced challenges. One option that battle, and whether they are abominations or
is to build a makeshift ramp by dragging an at clanfolk, is for the Game Master to decide based on
least thirty-meter-long tree trunk up to the root the relative strengths of those involved and what
blanket; it can then be leaned against the western other parties decide to join in.
or southern slope, thus enabling the characters to Note that Odralintos should not be killed during
cross the vicious thorns. this sequence. If the abominations clash with the
After reaching the gatehouse the characters Sovereign’s Oath as described above, we suggest that
must neutralize the threat of the abominations in the lindworm retreats along with part of his monster
the outer courtyard. Once again, a tree trunk can cult. That way, sly Grandfather Lint can appear later in
be used as a bridge by placing it between the tops the adventure (see The Power Awakens on page 212)…

177
Conversation with the Emperor in Symbarian by someone with Loremaster (master).
In the adventure The Darkest Star, the spirit of The spirit is happy to talk, but has trouble focusing and
Emperor Symbar was freed from his funeral ship suffers from severe memory gaps, especially regard-
in the Yonderworld by the mystic Kullinan Furia, ing time and details. For example, he remembers that
in the belief that the old emperor would pass on to the Battle of Symbar was fought between humans,
the Spirit World. But the spirit had other plans; he elves, spiders, trolls and monsters, but cannot recall
returned to his home world and his native city of who won or which side anyone was on, nor whether
Symbar, to atone for his sins and cleanse the city of he died before, during or after the battle.
the darkness he once caused. The Emperor Spirit looks like the half-translucent
Having remodeled the old throne room, the shadow of an elderly man, dressed in a simple robe,
Emperor Spirit is currently occupied with cleansing with a bushy beard and bald head, completely white
and reviving his beloved garden. Two of his helpers except for his beady black eyes. The following bullet
(see the text box The Powers of the Emperor Spirit) points list the information he has to offer, as answers
have started restoring the front of the building, to direct questions or dropped into sentences as he
and can be seen as almost completely translucent rambles to himself in confusion. Remember that his
tremors in the air on each side of the facade – one speech is incoherent – the spirit may interrupt him-
focusing on a crumbled, bull-like gargoyle; the other self in the middle of a word and reach for a bumblebee
smoothing a section where the stone is still cracked, or focus on a detail of a player character’s clothes.
rough and lackluster.
The player characters may approach the Emperor ◆◆ Symbar was beautiful, breathtakingly
Spirit, but he won’t react or even stop what he is doing beautiful. But Symbar is no more.
– working on a lavish bed of roses whose petals have ◆◆ Symbar was not one, but many – it was the
not yet regained their crimson tone – unless addressed place, the body and the power. Now the place
is destroyed (the spirit gestures toward the
city in all directions), the body lost (points at
himself), and the power corrupted.
◆◆ What pains him the most is that he cannot find
The Powers of the Emperor Spirit his throne. Not the one in the throne room, but
The Throne of Thorns is not what it once was, but back when Emperor his real throne, the throne of Symbar.
Symbar was alive it really could endow its master with godlike powers. ◆◆ It was cared for by the priests, somewhere
Using that power gave rise to corruption, which limited what the Sym- nearby. He does not remember where, but he
barian emperors could actually do – but that restriction does not apply should know, should sense it, should be in tune.
to the dead… ◆◆ The throne was the vessel, not the source;
The Emperor Spirit who has come back to restore his old capital the source was and is of another time,
cannot create anything new, but is able to shape creation as he sees fit – another world, before and beyond Asbarast.
a lengthy process that requires absolute focus on the task at hand. As a Far, far beyond. Supremely powerful! That is
guideline, should it be required, the spirit can process one creature or one why we needed the priests, to tend, nourish
cubic meter of matter per hour. In that way, it is able to cleanse a lilac of and harness.
corruption, making it healthy and strong, but doing the same to a blight ◆◆ And guard, with staves, words and growing
born human is a bit trickier, as it is likely to run away, after trying to harm contempt!
the source of its discomfort. ◆◆ The theft! He recalls a theft. Treason. The
Furthermore, the Emperor Spirit has a certain power over other priests, they stole something, or someone. His
wraiths. He can communicate with them without linguistic obstacles, throne, perhaps…
and break the bonds that bind them to bodies, places or memories, ◆◆ No, Symbar is no more, but what is left of the
allowing them to pass on to the eternal rest of the Spirit World. At the body and the power, inside him, will hopefully
start of the adventure, Emperor Symbar has already taken some long be enough to restore the city, to wash it clean
walks under the root cover and encountered both wraiths and undead, from sin and shame and pain. That is all that
who were offered this help. Everyone accepted, and a handful have also matters. That is all…
agreed to help their liberator cleanse and restore the city before they go.
Two of these are at the palace, while three more can be found in different Grief-stricken, the spirit turns his back on the
places under the root cover; they have been granted some of the Emper- player characters and returns to the rose bed. It
or Spirit’s powers, but are much weaker and need ten times as long to seems the ethereal figure is struggling to hold back
make changes to Creation. his silent tears.
The conversation can continue at a later time,
but will not produce any more information – talking

178
SYMBAR 8
about Symbar, the throne, and the priests’ betrayal The chamber immediately to the right in the first
only makes him sad or upset. However, the Game corridor contains an open trapdoor, propped up by two
Deus Ex Machina
Master can use these conversations to provide the massive iron poles. It has been that way ever since the
player characters with further insights into the Battle of Symbar, when a section of the palace guard During their time in
history presented on pages 59 to 64, albeit in the went to reinforce the city’s defenses, mere heartbeats Symbar, the player char-
same incoherent and fragmentary style as above. before the dragon crashed onto the rock. acters will have plenty of
A ladder embedded in the wall leads down into opportunities to get into
Investigations a small chamber, and jutting off that chamber is a trouble. If it looks like the
There is only one key discovery to be made in what tunnel that angles west, first steeply through the entire group might be
remains of the palace, and it is hard to miss. The rock, then onward to the basement beneath the killed, the Game Master
twenty-meter-high and almost seventy-meter-wide City Watch headquarters. Black roots have burst may decide to send in un-
wall in the back of the throne room is one big mosaic through the tunnel walls and ceiling; dense drops expected reinforcements
painting, which can give the player characters and of foul-smelling, discolored water are trickling – it could be Aluin, Yeleta
their competitors a clear indication of where they down here and there; the surrounding soil squeaks or a raging abomination
can learn more about the Throne of Thorns. and groans, occasionally trembling restlessly. The suddenly attacking the
The background depicts a starry night sky, or lack of supports contributes to the feeling that the characters’ enemies. This
rather a space vista. On the right is a sphere cov- tunnel may collapse at any moment. is called Deus Ex Machina
ered in swirling darkness, blacker than the space And sure enough, there are about a dozen places and should mean that the
around it; on the left is another sphere, deep blue where parts of the walls and ceiling have fallen in. player characters do not
with patterns of green, white and yellowish-brown In some places one must crawl about twenty meters gain any Experience from
(symbolic representations of the world from whence in order to continue, but only two sections require the scene in question.
the humans came as well as their destination). shovels or pickaxes (alternately, shields and hand For more information,
Between the spheres, at the center of the mosaic weapons) – one located roughly one kilometer from see page 195 in the Core
and just behind the podium, there is a ship in cross the palace and the other at the end of the tunnel, as Rulebook.
section – the bow to the left, the stern to the right, the City Watch building has been completely demol-
with two floors below the upper deck. The interior ished. If the player characters are under a time limit,
is completely devoid of furnishings and creatures, it takes one hour to pass the first collapse, or half an
with one noticeable exception: at the heart of the hour if each of the two diggers pass a Strong test. In
ship, in the middle of the second floor, is a large the City Watch basement there is more digging to be
hall of pillars centered around a podium. On the done, but also more room for others to help out: they
podium a human figure is standing at attention, can reach the surface in three hours, minus fifteen
wearing a purple cloak and a golden headband. And minutes for every contributing player character
behind the regal sculpture, a simple throne whose who passes a Strong test.
back is roughly one and a half times taller than the
king, seemingly made of black stone, overgrown The Competitors
with winding vines. Regardless of what awaits inside the walls, the
In addition, the player characters can explore Imperial Palace is highly coveted by every hunt-
the two wings of the throne room and what is left of ing party in Symbar – for its walls, its strategic
the ruin’s northern parts (including the basement position and the corruption-free plateau. Claiming
described under the next header). If they get there it is crucial, but stopping others from doing so is
before anyone else, there is a maximum of 3d8+2 at least as important. Moreover, the groups who
finds to collect; if other groups have already been have come to take control of Symbar and/or find
there, the Game Master must adjust the number of the Throne of Thorns have even more reason to
finds depending on who they were and how many occupy the palace.
were in their group. Eliminating the Sovereign’s Oath is in the interest
of all groups, but for different reasons. If everyone
The Escape Tunnel comes together in an alliance, including witches
Before the collapse there used to be several escape and elves, the obvious question is what happens
routes from the palace, but only one of them is still next. It is therefore likely that House Kohinoor’s
intact. In the round room behind the throne there expedition would prefer a small but strong alliance
is a spiral staircase leading down into the rock, to made up of groups they believe to be trustworthy,
corridors and chambers once used for storage by such as Iasogoi Brigo, the Sacred of the Old Blood,
the staff of both the Palace Marshal and the Lord and possibly the player characters. The Witches will
Chamberlain – accounting records, journals, linens, probably do the same and settle for the Iron Pact,
consumables, and other mundane items. the Reformists and maybe the player characters.

179
If the Black Cloaks have arrived in time, they and the Sacred of the Old Blood – both of them intent
the Knights of Dead Prios become wild cards in the on later stabbing the player characters in the back.
negotiations – they have reason to hate the members The others are more moderate in their proposals,
of both alliances, but may be persuaded to contribute especially the Witches and the Reformists who
if they get something in return. propose an alliance without offering anything but
Note that the player characters can defeat the a joint effort to defend the palace.
Sovereign’s Oath on their own, or at least do some Finally, it should be mentioned that groups
serious damage, by releasing the abominations whom the player characters refuse to let into the
from the courtyard. If this succeeds, and they palace might well band together and try to take the
manage to take control of the Imperial Palace, the location by force, probably by surrounding the rock
characters will be in a very interesting negotiating and giving the characters a tight deadline. In that
position. House Kohinoor will offer them just about case the previously mentioned escape tunnel may
anything in exchange for a close alliance, as will come in handy…

The Crown Ship


The cracked marble of the plateau is covered by mycelium­- Palace’s throne room, which depicts a stone ship
like, red-brown roots, but none of that can be seen on the containing what looks like an overgrown throne,
stone gangway, nor on the rune-carved hull of the stern. is another reason to visit this adventure location, in
Guards are posted in tight rows alongside the gangway, all search of clues about the Throne of Thorns and its fate.
the way to the half-open double door of the stern; undead
warriors with listless eyes and parchment­-colored skin, Background
dressed in tattered uniforms. Silently they let you enter Mankind arrived on this world by means of an
the ship, into a dark, echoing hall. As your lanterns flare armada of ceremonial stone ships, carried by tre-
up, you notice the remarkably high ceiling, seven or eight mendous mystical powers. One of these vessels
meters above. The hall is empty, save for some leaves, was the Crown Ship Saroklaw, named after the
branches and clods of dirt blown in from outside, as well travelers’ ruling dynasty. In addition to the imperial
as dull-colored mosaics of warriors in full armor with family, Saroklaw was occupied by three types of
broad-bladed greatswords on the long side walls, almost passengers: highborn nobles, skilled artisans and
all the way to the ceiling. You take a few hesitant steps servants. It was equipped to carry everything the
forward, and soon the welcoming committee appears in travelers might need in the new world, completely
the glow of the lanterns: another dozen undead guards self-sufficient in case the other ships should sink
armed with rusty spears, facing your way, in a semicircle or get lost in the darkness between worlds.
around what you initially mistake for the sooty statue But that did not happen. Instead, Saroklaw became
of a warrior – a mistake which is dispelled as you notice the hub of a great wave of colonization, when the
the glowing eyes watching you through the slits of the humans slowly but surely conquered the land between
horned great helm. the East Sea and the Ravens, and the city of Asbarast
was raised around it. The Throne of Thorns, linked
Looking out over Symbar’s cover of roots, one’s to an inexhaustible power source in the old world,
eyes are inevitably drawn to the ship deck rising over remained on the ship, only available to the descen-
the rootlands, though from a distance it can be hard to dants of Saroklaw. Later, when the people fled the
tell what the strange formation really is. The Crown desolated land, the ship was sealed and left behind,
Ship, Saroklaw, came to the lands east of the Ravens as the high seat was found to be the source of the
with the first humans, before being dragged across destruction. There it stood for almost seven hundred
the mountains to the imperial capital, and has now years, until the defeat of Ambal Seba allowed Symbar’s
become the high seat of a slowly growing domain subjects and slaves to haul it across the Titans, to the
whose ruler does not take kindly to intruders. capital of the growing empire. The Throne of Thorns
was soon moved to what became known as Castle
Incentives Thorn, seat of the Priesthood of Dakothnic, while the
A huge ship of stone, located in central Symbar, will ship was placed on a platform for all to see.
probably be of particular interest to treasure hunters, Six months ago, the death knight Kantor An-Orel
especially if the fortune hunters in question have awoke and found himself free from the shackles
already visited Emperor Symbar’s much smaller of his late master. Dazed and weak from the still
funeral ship in the Yonderworld (see Yndaros – The potent powers of the Keepers, he found his way to
Darkest Star, page 154). The mosaic in the Imperial the Crown Ship, whose interior is completely free of

180
SYMBAR 8
both corruption and corruption-suppressing energies. Iasogoi Brigo. It could be an advance team of scouts
It was already inhabited by twenty undead, they too and scholars, or a larger force ready to defend the
recently awakened and searching for meaning in the site from other hunting parties. For more details,
miserable world to which they had returned. Kantor see the heading Arrival (page 187).
proclaimed himself Lord of the Blackland and took
possession of the Crown Ship, and his subjects have The Main Tower
since grown in number to about a hundred. The northwest tower has survived the centuries
Their main duties include raising and recruiting surprisingly well, with even its roof intact. Only
more undead, mapping the ruins and gathering infor- the top floor protrudes from the root cover. Its
mation. Kantor’s memory is dark and muddled, but he windows are large enough even for an ogre to fit
remembers that elves and spiders were responsible through, and long ago offered a magnificent view
for his master’s death and the destruction of Symbar of the emperor’s city.
– once he has assembled an army large enough and The tower has four stories connected by a spiral
gained a better understanding of what actually hap- stairway in the middle. The top floor held a salon
pened, he will do everything in his power to satisfy where visitors could admire the view over a glass of
the desire that drives him: the desire for revenge. wine and some snacks, while the two middle floors
contained remarkable exhibits displayed inside the
Description ship – tableware, ornaments, and paintings, as well
The only part of the ship that is visible above the root as items involved in the ceremony that brought the
blanket is the railing and upper deck, but at nearly two ship to this world. The furnishings are completely
hundred paces long from bow to stern, it is quite hard destroyed, but a few items may still be around – the
to miss. The roots are tightly wound around the hull Game Master can choose from Table 6 (page 95) or
and the three towers poking up around it – one larger let each character who is actively looking roll on the
and better preserved, and two smaller ones. Player table once per hour (up to six items).
characters trying to enter via the deck will quickly Those hoping to sneak down through the tower
find that it cannot be done. Most likely they will go will be disappointed: Kantor has posted a two-man
down one of the towers, or simply chop an opening in patrol on each of the middle floors, and a guard force
the root blanket and hoist themselves down. of ten soldiers in the empty hall at the bottom of the
The ground below is clearly corrupted, which stairs. It may be possible to take out the patrols on the
is also the case up on the platform: everyone must upper floors without alerting the guard force, either
pass a Strong test every hour or suffer 2 points of with ranged weapons from the top of the stairway
temporary corruption. But thanks to the mystical or by sneaking down the flight of iron bar stairs – it
symbols carved into the hull, the ship’s interior is takes a successful [Discreet –5] test to keep the metal
completely free of corrupting energies. from creaking and squeaking.
Characters who would rather try to communicate
The Deck with the tower guards, perhaps to request an audi-
The Crown Ship is nearly two hundred paces long, and ence, require Loremaster (master) and a successful
about half as wide. The upper deck is full of blown-in Cunning test. They have orders to attack any intrud-
leaves, twigs and other debris, and some corners are ers, which makes combat inevitable unless the player
covered with a thin layer of soil where little trees and characters quickly make themselves understood.
bushes have taken root. The mainmast is cracked
but still standing, though without the ceremonial Kantor’s Soldiers
sails that long ago adorned the booms. All entrances These undead warriors were once seasoned
into the ship are sealed and have been for over two Symbarian soldiers, and while they remember
thousand years, as if the stone doors have merged with little in terms of military strategy, they still know
the stone of the hull. The characters may of course how to use their weapons and shields. They all look
hack their way into the fore- or aftercastle or the dried-up, with wrinkled, tawny skin and hollow
stairwell leading to the middle floor, but it takes time features; the uniforms are tattered and their eyes
and will inevitably provoke a reaction from Kantor blank, almost as if drugged.
An-Orel – he sends a force of twenty soldiers to the
surface through the large tower, with orders to defend Manner Mechanically eager
his domain against the intruders. Race Undead (undead)
It is possible that some other faction will be on Resistance Challenging
(or somewhere near) the deck when the player
Traits Undead (II)
characters arrive, most likely House Kohinoor or

181
N

Nw

Ne
w

e
sw

Se
S

0 40 m

2 3

THE CROWN SHIP


1. Upper Deck
2. Main Tower
3. Smaller Towers
4. Podium
5. Stairs to
overgrown square

Note that the upper root cover has been made transparent in order
to display the podium. In reality, the cover grows all the way to, and
encloses, the railing.

182
SYMBAR 8
Accurate 9 (+1), Cunning 10 (0), Discreet 5 (+5), of Strong over 25, and each level of the trait Robust,
Persuasive 7 (+3), Quick 11 (–1), Resolute 15 (–5), the risk increases by five percentage points.
Strong 13 (–3), Vigilant 10 (0) If the tower does collapse, everyone inside takes
Abilities Iron Fist (master), Man-at-Arms damage from the fall (the Game Master decides how
(adept), Shield Fighter (master) much) and adds another 1d10 points of crushing
Weapons, Sword 9, plus Shield Bash 6 and damage from falling stones. Furthermore, the col-
Strong [Strong←Strong] to knock the lapse is of course heard by the ship’s inhabitants; a
target prone patrol of ten warriors will arrive after 1d4+2 turns.
Armor Assorted light armor 2, half dam- The southwest tower stands firm, but has an
age according to Undead II unpleasant surprise in store for anyone who visits
Defense –3 it, unless they have the Witchsight ability and pass
a Vigilant test, which provides a premonition of
Toughness 13 Pain Threshold –
what is to come. The two lower floors are overtaken
Equipment None
by thoroughly corrupted fungal mycelium that
Shadow Grainy matte black, like sooty covers the floor and walls like a rusty red carpet.
fabric (thoroughly corrupt) The mycelium itself is harmless, but the puffballs
Tactics: The warriors have retained none of it produces are not – equally rust-colored and no
their tactical acumen – they charge without larger than grapes; some growing on the surface,
coordination or any regard for their own lives.
others partially concealed by mycelium.
If none of the characters have Witchsight, they will
probably not recognize the danger until someone
Smaller Towers steps on a mushroom: on the next turn, everyone
The two smaller towers can be climbed and are virtu- within one movement action suffers 1d4 temporary
ally unguarded, save for a single two-man patrol each, corruption. If they still decide to press on, they must
posted outside the opening to the plateau. However, all make two [Vigilant –5] tests, one for each floor –
there are other types of challenges to look out for. each failure has the same effect as above.
The northeast tower is falling apart, and too much
weight placed in the wrong places might cause it Platform with surroundings
to collapse. Its interior is like a chimney, without The platform carrying the Crown Ship is roughly
intermediate floors, but the walls are so rough that five meters high, made of granite with a layer of
the characters can easily climb up or down, espe- cracked marble slabs on top. Like the surrounding
cially with the help of a rope. But they have to be ruins, it is completely covered by thin, black roots.
careful, which a person with the Loremaster ability The stairs face a large open space – once one of
can realize by passing a Cunning test (or [Cunning the most beautiful squares in the city, with a nearly
–5] without Loremaster). If the tower is subjected fifteen-meter-tall majestic statue of the Symbar
to a load equivalent to a total Strong value of 25 or who first assumed the title of Emperor and founded
more, there is a 50% risk of collapse; for each point the Symbarian Empire. Here the battle raged long
and hard, and beneath the thin layer of fettered
roots lie the remains of countess warriors from
both sides. Player characters who take the time to
look for treasures can find suitable curiosities and
The Treasures of the Museum mystical treasures from tables 7 and 8, though no
Before the Crown Ship embarked on its journey through the darkness, artifacts. But this is not without risk: for every item
life-sustaining seals were placed on all containers in the Museum, some of found 1d8 is rolled to determine whether its original
which remain unbroken. But searching all the shelves and cabinets in the owner rises from dead, and if so, in what form.
sixteen alcoves takes time, and the unopened containers are not easy to
find. A character can make one Vigilant test for every hour of searching – on Table 30: Restless Dead
success she finds one of the containers listed in Table 31 (next page), and 1d8 Rises as… Reference
the search may continue until all containers have been found.
1–3 –
Finding the seeds is not enough. In order to cultivate an actual plant
from the ancient, otherworldly ovules, someone with the Alchemy ability 4–5 Dragoul Core Rulebook, p. 230
must pass a [Cunning –3] test – only one attempt per container is allowed; 6 Nightmare Monster Codex, p. 81
failure means that the seeds are destroyed. 7 Crypt Lord Monster Codex, p. 145
8 Crypt Walker Core Rulebook, p. 233

183
19 18

17
16
11

13
9 10 14
12 15

16
17

1 3 7
5 8

INSIDE THE SHIP


1. Stern Gate 6. Plant Seeds 11. Throne Room 16. Stair to Forecastle
2. Servant Quarters 7. Sealed Gate 12. Podium 17. Stair to Aftercastle
3. Artisan Quarters 8. Sacrificial Chamber 13. Sealed Gate 18. Forecastle
4. Workshops 9. Salon 14. Ceremony Circle 19. Aftercastle
5. Cages 10. Restaurant 15. Priest Quarters

0 40 m

184
SYMBAR 8
Table 31: Treasures of the Museum
1d6 Container Cultivated Plant
1 Flask of smoky crystal with a Bone-white rosebush from which a substance can be extracted and added as an accelerator
wax seal when creating the elixir Spirit Friend, doubling its duration (1D4 x 2 turns).
2 Bark box painted with a red Bush whose red berries can be dried, ground and mixed into poisons that are applied to weap-
rune ons: increases damage by +1 per turn of duration.
3 Elongated copper cylinder, Vine plant whose leaves can be milked for a slimy green secretion, which if added to the elixir
threaded in the middle Shadow Tint makes the user appear totally uncorrupted. The downside is a vicious hangover that
sets in once the substance wears off, adding a –2 modifier to all success tests for the next twelve
hours.
4 Matte black orb with a flat Legume with black peas that can be squeezed to extract drops of a viscous, yellow-gray fluid.
bottom; three holes provide a When mixed into war paint the paint adds +3 to the chosen trait, at the cost of one point of tem-
grip for unscrewing the lid porary corruption each time the trait is used.
5 Bottle of deep red glass with New crop, tasty and energy-dense, resistant to drought and poor soil. Also slightly corrupting:
no visible opening; must be after half a year’s consumption it inflicts one point of temporary corruption per month until the
shattered or melted afflicted has gone seven days without consuming the crop – then the corruption starts to wear
off at a rate of one point per week.
6 Tall, narrow bottle with a stop- Poppy-like flower whose milk juice has miraculous properties. When mixed into Twilight Tincture
per of white gold, secured by the chance is 1–5 on 1D20 that the undead is actually cured and restored to life. However, each
a metal clasp attempt requires milk from an entire hectare of flowers, and failure renders the individual im-
mune (no further attempts are allowed).

Bottom Floor
The only way into the ship is through the usually
closed, but never locked, double door at the stern. The Church of Haman
Prominent passengers would immediately turn left The refugees who traveled on Saroklaw worshipped the Divine Human and
or right, toward the stairs to the middle floor, while its eight named aspects. In practice it worked similar to the pantheon of the
the bottom floor was for the servants and artisans. Young Gods: humans worshipped the totality and prayed to whatever princi-
Roughly one hundred and twenty servants were ple they needed at the moment. Many had also chosen a main principle that
crammed into the eighteen cabins on the starboard guided their daily and professional lives; they tattooed themselves or wore
side, now inhabited by Kantor’s undead subjects and religious jewelry to show their allegiance and affiliation to others who shared
completely cleared of furnishings. The port side their values and lifestyle.
cabins were occupied by some of the refugees’ most The church’s organizational structure and power over society
famous artisans and scholars, with an adjoining varied over time and between locations. The passengers of Saroklaw
workshop and laboratory farther out toward the hull. mostly regarded the principles as equally important, while earlier
The section closer to the bow was called the cultures made them the basis of a caste system – often with Sorokh
Museum and contained seeds, plants and animals and Vaesar at the top of the hierarchy, and Drobekh and/or Lethol at
rescued from the otherwise devastated home world the bottom.
of humanity. The plant matter was stored in the
small chambers on the starboard side, while most

Table 32: The Principles of Haman


Name Principle Significance Color
Arian Integrity The ability to mask intentions and avoid attention Blue
Dakothnic Concentration The ability to focus on the circumstances, the action and its consequences Black
Drobekh Strength The ability to influence the environment through brute force Red
Iliel Precision The ability to meticulously define and fulfill objectives Orange
Lethol Agility The ability to control the movements of the body Green
Sahan Determination The ability to exert one’s will in spite of personal and external limitations Purple
Sorokh Charisma The ability to inspire loyalty, obedience and self-sacrifice Yellow
Vaesar Wisdom The ability to see things as they are, unbiased by morality and self-interest Brown

185
of the animals were caged in the large hall in the max) if they search the rooms – each failed Vigilant
middle. Beyond the storage rooms, at the portside test reduces the number of finds by one.
end of the Museum, there was a stable with room The room ahead from the ceremonial chamber
for a dozen of the most eminent traveler’s mounts. is where the priests kept their ceremonial codexes,
Now there is not much left except storage containers and five of them are still there since the owner passed
of ceramic or glass, and fifty different-sized steel away before the move. These texts are very fragile and
cages, a handful of which are now used as prison written in a language that is impossible to decipher
cells for undead subjects who have broken their without years of arduous study, but they obviously
Arian: ruler’s (highly arbitrary) laws. have great value to collectors (1000 thaler a piece for
Integrity The gate to the two rooms at the bow has not been members of Ordo Magica, and 500 for other collectors).
opened in over two thousand years and is made of
metal, engraved with reinforcing and sealing runes. Forecastle
At the center of the door, at shoulder level, is what The bow suites were occupied by the closest rela-
looks like a handprint with spread fingers, too big to tives of the Emperor and Empress – their respective
have been made for a specific hand. And in the mid- parents as well as their siblings and their families.
dle of the imprint is a stamped symbol: a stylized All furnishings have been removed, but the mosaics
swirl. The gate leads to a sacrificial chamber at the on the walls of the two rooms nearest the bow may
very end of the bow, past a preparation room with be of interest. Also, the servants forgot to empty one
stairs to the priests’ quarters on the middle floor. of the hidden caches in a relative’s suite…

The Middle Floor Mosaic, port: A palace on a hilltop in a landscape of


The middle floor of the ship was occupied by the rolling farmlands, built around a keep in the form
twenty-four members of the imperial council and of a six-pointed star. Judging by the proportions,
Dakothnic: their families, as well as the high priests of the Church with tiny windows and doors, the dark gray-blue
Concentration of Haman – one for each of the eight principles of building must be huge – several hundred meters
the Divine Human – and Haman Dakh, head of the long and fifty meters tall, with towers rising twice
priesthood, who represented (and was responsible for as high. But most remarkable of all are the three
cultivating) the principle of the Harmonious Whole. celestial bodies that stand out as lighter shadows
The salon and restaurant at the stern were on the deep blue sky: three moons of different sizes,
mainly frequented by the nobles, but they all assem- close together in a V-shaped formation.
bled in the throne room, both before departure
and during the months following their arrival in Mosaic, starboard: An underground temple which,
the new world. They gathered around the Throne judging by the furnishings, is almost as enormous
of Thorns, often accompanied by the residents of as the palace depicted in the other mosaic. The roof
the fore- and aftercastles (see below). And though is still natural – a landscape of elongated stalactites
the high seat itself was relocated long ago, the room – while its walls, floors and columns have been
serves roughly the same purpose to this day – this cut directly out of the mountain and chiseled with
is where Kantor An-Orel receives and addresses his winding patterns. Row upon row of simple stone
Dorobekh:
subjects and decides the fate of undead newcomers. benches line a center aisle leading to a podium,
Strength
The priesthood resided in the bow section, where and on the podium lies what seems to be an unpro-
the nine members had their own suites and a num- cessed gemstone the size of an Ambrian two-story
ber of common areas for eating and socializing. The building. The precious boulder gives off a dim light
ceremony that carried the ship and its passengers shifting between ice blue and violet, illuminating
to their new home world, like most ceremonies the hall with its mystical shimmer.
after the arrival, was performed in the circular
ritual chamber. The entrance from the throne All suites have hidden compartments in the walls,
room is of the same type as the one on the bottom but only one of these (the Game Master decides
floor – made of metal, with the handprint and the which one) still has items to find. The erosion has
symbol, engraved with reinforcing and sealing made it relatively easy to spot the joints in the pat-
runes. Everything behind the door is just as it was terned sections of the walls. The doors will open
when the priests of Haman abandoned ship for the if someone with the imperial blood of Saroklaw in
newly built temple in Asbarast, over two thousand their veins presses a palm against them, but that
years ago. They left with most of their personal is hardly an option for the player characters (or is
Iliel: belongings, but the player characters can find up to it?). The alternative is to simply break each door
Precision six items from the tables on page 96–98 (one artifact with a sledgehammer or similar.

186
SYMBAR 8
One of the caches contains a jewelry box that was player characters’ relations with the other factions
accidentally left behind; the documents that once will also be an important factor, as it decides who
accompanied the box have turned to dust. Apart initially stands in their way.
from the engraved and jeweled rings, pendants and
earrings placed in the compartments along the edges, Arrival
the contents are dominated by a thick neck chain with The Game Master may of course decide otherwise,
a simple medallion. The metal is yellowish green, but our suggestion is that another faction is already
heavy and hard as diamond; it looks like nothing the present when the player characters arrive at the
Lethol:
player characters have ever seen before. Perhaps it Crown Ship, with or without allies. If they come alone,
Agility
is an alloy? In any case, the main item is worth 800 a delegation from Iasogoi Brigo could have gotten
thaler to the right buyer, the pearled box is worth 200 there first; if they have company perhaps Iasogoi does
thaler, and the rest of its contents roughly 400 thaler. too, in the form of a group loyal to House Kohinoor.
All these prices are tripled if the seller can convince Should the player characters already be allied
the buyer of the items’ legendary origin. with said factions, it may turn out that the Knights
of Dead Prios have discovered the “outbreak of cor-
Aftercastle ruption and the horde of dark beasts” that have taken
The stern suite occupied by the childless imperial possession of the ship. These may then be persuaded
couple consisted of a salon, a bed chamber, and a to enter into a temporary alliance for the purpose
study – all completely devoid of furnishings until of cleansing the darkness of the Eternal Night, but
the death prince took possession of them. Even the there is a considerable risk that they will later break
mosaics that once adorned the walls were moved the agreement, or rather cut it to shreds with their
to the palace in Asbarast, which makes the rooms greatswords. Witches, Iron Sworn, and Reformists
look anything but grand. are in particular danger, but those serving the Night
The salon contains two details worth noting. Queen (i.e. Korinthia) might also suffer the holy Sahan:
Piled against a bedroom wall is what looks like a wrath of Dead Prios. Determination
heap of different-sized boulders, but with a flat Perhaps the rival group is up on the root blanket
sitting surface in the middle – the undeads’ attempt when the player characters arrive, or on the ship’s
to build a high seat for Kantor, and the place where deck, trying to find a way down. Tests against
he goes whenever he needs to be alone. The second [Vigilant←Discreet] or vice versa may be required,
noteworthy detail is the pile of “gifts” the ruler depending on the circumstances, to determine
has received from his subjects, now tossed in the which group is first to notice the other. The Game
right-hand corner just inside the sealed door to the Master decides how the situation plays out based
deck. Most of it is debris, but player characters who on the player characters’ actions, but an initial
take the time to look will also find two curiosities peaceful negotiation should always be possible.
and one mystical treasure, without rolling for it.
However, they must pass a successful Vigilant test Audience with the Death Prince
not to prick themselves on the sharp needle hidden Kantor An-Orel and his subjects may be thoroughly
in the pile; failure means that the looter must pass a corrupt, but they are no abominations. Moreover,
Sorokh:
[Strong –3] test or be afflicted by a Moderate poison the ruler wants to learn more about the world and
Charisma
and suffer 1d4 points of temporary corruption. what has happened since the fall of Symbaroum, so
The bedroom is completely empty, but in the it is certainly possible for the player characters to
emperor’s old study, closest to the stern, Kantor be granted an audience. But it is far from risk-free…
An-Orel is building a map of his growing realm, Characters with Loremaster (master) who pass a
using the ship as a starting point. The massive Cunning test can speak with Kantor’s soldiers as well
oak trees nearby are marked with blackened tree as the ruler himself. If the player characters opt for
stumps; the palace perched on its rock is unmis- this strategy, they are told to wait where they first
takable, as is a building represented by flat stones encountered the soldiers while one of the undead
stacked like a step pyramid. You can read more goes to inform Kantor, before returning a little
about this under Investigations (page 189). later with an invitation. While they are waiting,
the player characters notice that the soldiers are
Events watching any elves and/or changelings among them
The clues available at the adventure location can be with burning hatred in their otherwise dead eyes;
obtained in different ways; above all, the challenge a successful Vigilant test reveals that some of them
posed by the current inhabitants of the ship can be are twitching as if about to attack, only to stop Vaesar:
tackled with different methods and strategies. The themselves at the last moment. Wisdom

187
If the player characters nevertheless decide to Kantor An-Orel
stick to this strategy, they are soon escorted to the
Race Undead (undead)
Throne Room where they are received by Kantor
An-Orel, standing on the podium with fifty armed Resistance Strong
subjects lined up behind him. Here it is important to Traits Gravely Cold (II), Undead (II)
show reverence; a person with Loremaster (master) Accurate 7 (+3), Cunning 10 (0), Discreet 5 (+5),
can pass a Cunning test to remember how to perform Persuasive 10 (0), Quick 11 (–1), Resolute 13 (–3),
a formal Symbarian bow and teach it to the others. Strong 17 (–7), Vigilant 9 (+1)
What they can gain from the conversation, in terms Abilities Exceptionally Strong (adept),
of information and agreements, is described below. Iron Fist (master), Man-at-
If the player characters have an elf or a changeling Arms (master), Revenant
in their midst, the situation becomes more compli- Strike (adept), Ritualist (adept:
Desecrating Rite, False Life, Raise
cated. No matter how the conversation progresses,
Undead), Two-handed Force
it ends with Kantor demanding that “the enemy’s (master)
descendant” is handed over for imprisonment and
Weapons, Bastard sword 10, or 8 and
ritual execution. There are only two non-violent
Strong ignores Armor
ways of avoiding this: the characters use a powerful
Armor Full plate 5
artifact to buy the war criminal’s freedom (the Game
Master decides), or someone else with Loremaster Defense –1
(master) can take the offender’s place and assume Toughness 17 Pain Threshold –
the role as Kantor’s advisor. Note that, regardless Equipment None
of the outcome, it is of course possible for the player
Shadow Matte black, like sooty steel
characters to return with allies at a later time to
(thoroughly corrupt)
retrieve the item or person in question.
Tactics: Kantor marches into melee and uses
The following bullet points describe what the
Gravely Cold to paralyze his enemies before
player characters can learn from a conversation crushing them with mighty blows. Only against
with Kantor An-Orel. He speaks tersely in a rus- heavily armored adversaries does he use his
tling, metallic voice that almost seems to be echoing ability to strike through a target’s armor.
from within the raging glow of the black great helm.

◆◆ The characters may be permitted to investigate Cleaning Out the Enemy


the Crown Ship, under the supervision of an Whether it happens right away or after a meeting
armed escort. In exchange, Kantor demands with the death prince, it is entirely possible that
that they first answer his questions about the the players characters will want to wipe out the
world and the time after The Battle of Symbar – growing undead realm. But it would probably be
a thorough questioning that takes 1d4+2 hours. wise to secure one or more allies before the assault.
◆◆ Questions about the Throne of Thorns are Here the Game Master must be f lexible and
initially met with silence; he remembers it, but adjust the challenge based on the plans and actions
not what it was or where it stood, only that it of the player characters. If they take on Kantor
was of great importance to the realm and that and his soldiers on their own, they will soon be
it had something to do with the city’s priests surrounded and forced to fight a never-ending
and mages. stream of undead, led by their ruler.
◆◆ A successful Persuasive test can make him If they have an ally who can keep most of the
dig deeper into his memories: the Throne of enemy forces busy, the player characters might
Thorns was guarded and nurtured by the only have to face the death prince and [pc×2]
Priesthood of Dakothnic, and studied by the soldiers, or pc number of soldiers if a second ally
Theourgs – mystics trained in morphology, the is involved. With three or more allied groups on
refinement of the Harmonious Whole. their side, the players may choose whether to take
◆◆ He cannot recall where the priesthood was based, on Kantor or help keep the undead at bay; in that
but the Theourgs were held in high esteem and case they will have to kill [pc×2] soldiers before
their sacred ziggurat was located in the middle the battle is won.
of Symbar. His subjects know the way and can There is of course a risk that the gaming
Haman Dakh: take them there in exchange for payment in the group’s heroes will lose. In that case they could be
Principle of the form of an appropriate item (at least a mystical dragged into the ship and locked up in separate
Harmonious Whole treasure or a mastercrafted weapon). cages. Eventually some other faction might come

188
SYMBAR 8
to the Crown Ship; maybe, just maybe, the player to understand – it tells the legend of Arlantor, the
characters can persuade these people to free them woman who founded the Church of Haman and was
The Church of Haman
from captivity… the first to explore and awaken the inner divinity
of mankind. After an hour’s examination and a and Corruption
Investigations successful Cunning test, the loremaster concludes The priests of Haman
Apart from the conversation with the ruler of the that the writing could be deciphered, but that it viewed corruption as
Crown Ship, there are three important insights would take at least six months of thorough study divine energy – a pure
to be gained, which help move the story forward. to break the code. and holy power they
Two of them are described below, and the third is called Koaral. That this
addressed in the upcoming paragraph about the West end wall: Same throne as the one on the power source was clearly
priests’ quarters. opposite wall, this time against a gray-patterned harmful to humans and
First of all, it is important that the player char- background and viewed from the side, along nature was seen as a
acters get to see the murals in the Throne Room. with three figures. Sitting on the throne is a symptom of them being
The matte colors form four different motifs, each man of imperial bearing, completely naked. In unworthy, too primitive
of which covers one side of the room. front of him, a woman wearing a white (now to channel the power in
grayed) cowl with golden edges and glistening question. In other words,
East end wall: A single throne of matte gray stone gold gloves; she is holding a simple crown in both it was the humans,
that would seem utterly inconspicuous were it hands while leaning forward, as if to crown the animals and plants
not covered with winding vegetation. It stands emperor. Finally, kneeling behind the throne, an that were at fault, not
in the middle of a starry night sky, on legs that androgynous, bald-headed individual in a black corruption itself, which is
are thick and straight at the top, but split into cowl is holding what looks like a pair of scissors why the church’s teach-
a tangle of branches where the ground should or pliers in one hand and a small copper watering ings largely focused on
have been, much like the plants that cover it. can in the other. awakening the divine –
The branches wind their way across the dark sky A successful Vigilant test reveals indistinct developing each aspect
before wrapping themselves around what looks symbols on the front of the cowls worn by the latter as much as possible and
like a multi-colored stone, possibly a boulder. A individuals; these can be identified, with a subse- balancing them against
successful Cunning test allows the characters to quent Cunning test, as the symbols of Haman Dakh each other in perfect
draw a parallel between the boulder and the enor- (page 188) and Dakothnic respectively (page 186). harmony. And in the
mous gemstone from the mosaic in the forecastle absence of a moralizing
(see page 186). A second important clue is of course the map of God, when humanity
Symbar being built in the aftercastle, where the itself was elevated to
North side wall: Shows one person undergoing a Morphantics’ ziggurat stands out among the other divine status any means
transformation in four stages. On the far left is a landmarks (along with the ship and the imperial were permissible. The
naked, sexless human without any hair growth palace), not least because of the symbol carved into pursuit of exaltation was
whatsoever. Next, the same person is holding a the top stone – the symbol representing the prin- the same as the pursuit
clear decanter full of matte black liquid in one hand, ciple of the Harmonious Whole, Haman Dakh (see of awakening God, and
and a crystal glass filled with the same liquid in the page 188). Should someone draw a sketch based on could not possibly be evil
other, raised to the lips. In the third section the the physical map, the result might look something or shameful.
human is standing tensely, arms outstretched, legs like the illustration on the following page.
wide, with its head tilted back and a chilling light There is nothing to describe what the landmarks
flowing from the eye sockets and the open mouth. are, so if the player characters have already sent
On the far right the transformation is complete: Kantor An-Orel to his final rest, they will simply
there stands an abomination, similar to Jeberaja have to take the chance that the pyramid is some-
(see page 80), but with proud, human-like posture how significant. On the other hand, if they have
and what must be some kind of holy, if not divine, reached an agreement with the death prince, he
light shining around it. can tell them what the stacked stones symbolize
A successful Vigilant test reveals a symbol on the and offer (possibly for the second time) to have
glass decanter, in the shape of a stylized swirl – the someone show them the way.
same symbol that is stamped in the middle of the
handprints on the mystically sealed doors. The Priests’ Quarters
The nine representatives of the Priesthood of
South side wall: Matte yellow text on black stone, Haman became known as the founders of the new
line after line, column after column. A person with church, which is why their quarters on Saroklaw Koaral:
Loremaster (master) recognizes certain Symbarian were regarded as sacrosanct – the spiritual cradle Power of the Divine
characters, but the text as a whole is impossible of the Divine Human. No one has set foot in the (corruption)

189
the principle of the Harmonious Whole (see page
186–188). Additionally, the latter can be seen above
the entrance of the center suite. It is also carved
into the model of the ziggurat on Kantor’s map,
and depicted in the mural on the west end wall of
the Throne Room, at the front of the white cowl.

The Competitors
Initially, it is mainly Iasogoi Brigo and the Sacred of
the Old Blood who are interested in Saroklaw – the
former because of its presumed treasures, the latter
in the belief that the ship is of historic significance.
But this will change as more and more groups reach
the Imperial Palace and notice the mosaic behind
the throne.
The Game Master is free to involve the other
hunting parties in whatever way works best. As
mentioned earlier, one of them may already be
present, but if the player characters gain Kantor’s
permission to investigate the ship it is also possible
that another faction will show up while they are
doing so. This new faction could then request an
audience themselves, or lack the patience for such
things and launch an attack.
In the latter case, the group in question would
The map can also be found rooms behind the sealed gates in two thousand most likely be the Knights of Dead Prios or House
as a handout on page 229, years, even though they are relatively easy to open, Kohinoor, who may also have an interest in elim-
and can be downloaded for the right person… inating the player characters. This could create a
from www.freeleaguepub- The symbol in the handprints on the doors is a very interesting situation around the gaming table,
lishing.com clue, which can be recognized as the same exact where the players must consider whether or not it
symbol found on the crystal decanter in the mural is advisable for their characters to enter the battle
on the north wall of the Throne Room. What it on the side of the death prince…
means is that someone with at least one point of It should finally be noted that, if the player char-
Total Corruption must press a hand against the acters are very late to the Crown Ship, other factions
metal – then a click is heard from the locking may already have been there. It might even be the
mechanism and the door can be pushed open. case that the battered bodies of Kantor and most of
In addition to what is mentioned in the descrip- his subjects already lie scattered over the plateau,
tion of the priests’ quarters, there is really just possibly along with some of the attackers. Perhaps
one important conclusion to be drawn from these someone else has already gotten their hands on
desolate rooms. The ceremonial circle of white gold most of the items that are otherwise found inside
is lined with nine symbols, which are also found the ship? The Game Master is welcome to impro-
above the doors to the priests’ cells – the symbols vise, based on how the story progresses around
for the eight principles of the Divine Human and the gaming table.

The Mother Tree


You rappel down the massive tree trunk, little by little, the west, beyond the black water of the stream; to the
with ropes attached to the root blanket above. The des- public square in the west, it too on the other side of the
olate landscape below is intersected by a serpentine water, where the dilapidated, sunlit statue of a warrior
stream, and sporadically lit by beams of light filled appears to be standing on a newly built, well-polished
with shimmering dust which dances in the air. There are pedestal of stone. But as soon as you touch ground by the
no buildings below, only piles of stones and a few wall foot of the giant tree, the stillness is shattered by first
sections, all of it overgrown by fine-meshed mycelium one, then another, then a full choir of disharmonious
roots. Your eyes are drawn to the exceptions – to the battle roars. You look at the tree and the cracks that
crumbled step pyramid a couple of hundred meters to seem to lead to the core of the trunk – a potential refuge

190
SYMBAR 8
from the clearly inhuman and famished monstrosities out a plea for help. Xanathâ is gluttonous; there is
that have made you their prey… a strong possibility that she will not stop until the
The Powers of
power source has been completely depleted.
From a distance, the so-called Mother Tree looks So, Valarai-Aia’s weakened condition is the
the Weaver
just like any other giant oak tree in the area, and the reason for the withering of the fetters, which in Exactly how Valarai-Aia’s
nearby ziggurat – once home to the greatest priest turn is causing the resurgence of corruption that powers work is not
mystics in Symbaroum – is also hard to distinguish brings bound and dormant creatures back to life. A relevant to the adventure,
from the rootlands. But the player characters are couple of weeks before the hunting parties’ arrival especially as neither the
still likely to seek out this area, on their own ini- in Symbar, the latter occurred not far from the player characters nor
tiative or accompanied by the Iron Pact and/or the tree – the last Haman Dakh of Symbar and his anyone else will ever be
Witches, possibly after investigating the Crown right-hand man were roused from their age-long able to replicate what she
Ship Saroklaw. slumber, in the form they assumed before the Battle is doing. Like other eter-
of Symbar – a form named after the daemon prince nity elves, such as Aloéna
Incentives whose power enabled their exaltation: Managaal. on Karvosti, she has tran-
The main reason to explore this adventure loca- The two managaals have since managed to suffo- scended the capacity and
tion has to do with the weakened protection over cate more and more of the ziggurat’s fetters, bring- understanding of other
Symbar, the slowly dying fetters. Only the Iron ing increasing numbers of equally exalted brothers cultural beings, with the
Pact knows about this, though even before the and sisters back to life. They have even located the limitation that she lives to
expeditions arrive, the Huldra has also realized source of the fetters, in the nearby Mother Tree, serve a specific purpose
that her “flickering flame” is probably located inside and realized that it is a representative of the enemy – in her case, keeping
the Mother Tree. who wiped out their people, destroyed their empire the darkness of Symbar
Other factors that might draw the player char- and took their lives. The elf must die, to pay for her fettered.
acters to the area are the Sovereign’s Oath’s outpost crimes and to undo the shackles preventing the
and clues from the Crown Ship, especially the map people of Symbar from rising again!
being developed in the aftercastle or a conversation
with its creator, the death prince Kantor An-Orel. Description
The Mother Tree was placed in the middle of the
Background ruins shortly after the battle was won. Even then,
In a chamber under the first tree the elves ever Valarai-Aia was there to lead the ceremony that
planted in Symbar sits Valarai-Aia, the eternity elf made it take root and grow, after which she redi-
who accepted the task of weaving and maintaining rected the power to other saplings and eventually The Parasite
the fettering root cover over the city’s darkness, and started weaving the covering layers of roots. The parasite that is slowly
who is unknowingly contributing to the growth and The trunk of the Mother Tree is more than fifty killing the Weaver does
vitality of Davokar. She has not left her ethereal meters in diameter and now covers the square not necessarily have to
fabric since the fall of Symbar, as the corruption in which it was planted. The surrounding area be the spider Xanathâ,
buried around her would otherwise spread far and is full of dilapidated ruins, which once served as especially if it does not
wide; it would grow and grow and, unless stopped, residences for the city’s (mainly religious) elite. correspond to the expe-
eventually cover the entire world in the darkness The paved streets are covered with dying mycelium riences and adventures
of The Eternal Night. roots, and the stream cutting through the deso- of your particular gaming
Roughly a year ago (see the text box titled The lation is black with corruption, which may prove group. The Game Master
Parasite), something happened that could be the particularly problematic as both of the bridges can replace the parasite
end of the Weaver and her work – the white spider nearby have collapsed. with someone/something
Xanathâ came to the Mother Tree, attracted by the On the other side of the stream rises the step pyr- completely different, as
power of Valarai-Aia, a power whose sole purpose amid where the Church of Haman’s mystic priests, long as the new parasite
is to subdue the other aspects of nature, the unbri- the Theourgs led by Haman Dakh, explored the fulfills the same role as
dled creation and the raging destruction (for more innate potential of the Divine Human – roughly sev- Xanathâ – the role of both
details, see The Spider King Reborn, page 204). Since enty meters wide at its base, with four stories rising protecting and sucking
then the spider has not left the Weaver’s side, curled to a total height of twenty meters. Several of the the life out of Valarai-Aia.
up among the roots in a dark little burrow, absorb- building’s Theourgs, also known as Morphantics, It could be a powerful
ing part of her power, a parasite feeding on mystical have emerged from their slumber, determined to spirit, a parasitical abom-
energy instead of blood. This has weakened the slay the enemy hiding at the roots of the tree. ination, or perhaps some
power being infused into the fettering layers of The corruption in and around the pyramid is other ravenous spider
roots, along with Valarai-Aia herself; her power considerable – anyone who does not pass a Strong queen.
continues to wane as she is unable to interrupt her test every half hour suffers 1d4 points of tempo-
work long enough to defend herself or even send rary corruption. But inside the Mother Tree the

191
6

TREE & PYRAMID


1. Mother Tree
2. Down to the
Weavers Cave
3. Razed Bridges
4. The Stream
5. Statue
6. Haman Dakh's
Pyramid

192
S Y M NB A R 8
Nw

Ne
w

sw

e
Se

0 20 m

193
corruption is limited to 1 point per hour, and the returning from the east; the other does the opposite
Weaver’s chamber is completely untainted. with a northward turn.
Commander Arna and her warriors have no idea
Outpost of the Sovereign’s Oath what is going on along the ground at the roots of the
Before heading down beneath the root cover, we tree. They have heard screams and sounds indic-
make a short stop on its surface. A person standing ative of combat, but assumed that they came from
by the trunk of the Mother Tree, where it rises prowling abominations and/or undead. Besides,
through the roots, can see two distinct landmarks they have their orders, which do not include excur-
nearby. A couple of hundred meters to the west, half sions under the root cover. But this will of course
the top floor of the ziggurat is poking up, with two change if a clash of weapons is heard from the deep,
smaller extensions at the top, scarcely bigger than or orders roared in a human voice…
an Ambrian outhouse. The structure is partially More information regarding the outpost and
overgrown with roots and vines, which makes it how to handle its inhabitants is found under
difficult to spot from a distance. The Sovereign Warriors (page 198), but we can
In the opposite direction, no more than a already point out that Arna is known to take
hundred paces from the tree, the Sovereign’s her own initiatives. If she learns that the tree
Oath has established an outpost consisting of two is inhabited by some being that is keeping the
large pavilions and ten smaller tents, inhabited hateful roots alive, she will definitely try to stop
by thirty Warriors, three Squad Leaders and one that creature, preferably by planting an axe in
Commander. Their mission is to keep an eye on the its skull. If the player characters do not take out
root cover, which they are doing from the top of two the warriors and later act in a way that alerts
broken spires protruding from the roots, to the east Arna of the Weaver’s existence, there is a strong
and west of the tents. They are also dispatching possibility that the Blood-Daughter’s troops will
patrols twice a day, which move in wide circles – one look into the matter at the first opportunity, and
of them marches west, before turning south and then strike with full force.

194
SYMBAR 8
The Ruins dancing up from the ground and merging with
There are various places where one can get down the stone on the south side of the base. Nothing
to the ground, but regardless of whether the player they say or do will cause the wraith to react or
characters decide to rappel down the tree trunk, interrupt its work.
crawl down the walls of the pyramid, or lower
themselves down somewhere in-between, they The Mother Tree
must first cut a hole in the dense root cover. The fifty-meter-wide base of the great oak tree is
The ground around the Mother Tree is utterly cracked, or rather forked, as if it has been growing
devastated, with black mycelium-looking roots that way from the start, its trunk divided into sec-
climbing over soil and ruins alike. Except for tions separated by tall and narrow passages that
the inhabitants of the tree and the pyramid, the lead to the place where the core should be. There
place is completely devoid of creatures. And as for is an open space at its center, almost round, with
treasure, the Game Master can use the guidelines a diameter between fifteen and twenty meters.
on page 93 and assume there to be three relatively In there, the carcasses of three managaals
well-preserved ruins to search for finds. (Adult, page 67 in the Symbaroum Monster Codex) lie
Two elements warrant a closer description: scattered around a hole in the ground, completely
round and about one and a half meters wide. The
The Stream: The dark stream snaking its way bodies are covered with thick spider webs, which
between the pyramid and the tree trunk is tainted; on closer inspection seem to be twitching and
anyone who falls into the water must make a Strong moving, still clinging to the monstrous corpses.
test every turn; failure inflicts one (1) point of tem- A Vigilant test with the Medicus or Poisoner ability
The Weaver Valarai-Aia porary corruption. Worse still, it is inhabited by reveals the cause of death to be poison – and a
lives for her work, and aquatic abominations with stats as Vapaya (page strong one at that!
should she perish, the 151 in the Symbaroum Monster Codex) plus Corrupting The hole in the ground leads straight down into
work dies too. Attack (II). darkness. A torch (or similar) dropped down the
The stream is twenty meters wide, and whoever deep will land after ten meters, on a trampled dirt
wishes to cross it will have to be careful (or fly, floor in a tangle of winding roots. With a successful
like the managaals). The nearest passable bridge Vigilant test, those who listen carefully will notice
is located in the southwest, but requires a long what sounds like groaning, not from a human, but
detour through two other hexagons (see Treasure rather an ogre or something even bigger…
Hunting, page 169). Let the players be creative and Before the player characters try to reach the
turn their plans into a suitable challenge. A person chamber below, Xanathâ comes climbing up the
who falls into the water is immediately afflicted shaft, either to drive them away or to fend off
by the corruption, but the vapayas will not reach attacking managaals. More information is found
their prey until 1d4+1 turns later. under the Events heading (page 198).

The Statue: Long ago, in the small square on the The Weaver’s Cave
far side of the northern bridge, there used to be Although it was created deliberately, as part of the
a statue of the Emperor Spirit’s mother – seven ritual that gave the tree its shape and rapid growth,
meters tall, in full armor but lacking a helmet, with the Weaver’s chamber now looks like a natural
flowing hair and a dove perched on the point of cave. Roots of different shapes and sizes have burst
her raised greatsword. Time and the clingy roots through the walls and floor, but few so thick that
have crumbled the stone and caused the sculpture they cannot easily be moved out of the way.
to fall apart, but that is about to change. One of the A huge female figure is sitting in an armchair
Emperor Spirit’s helpers has been ordered to restore formed by roots. She must be over three meters
the statue to its original state. tall standing up, and is probably naked under the
The translucent, vaguely human-like wraith is tight web of rootlets wrapped around her body. The
operating methodically, floating around its work. arms are naked and free, which allows her long
So far, he has cleared the structure of roots and fingers to manipulate the green-shimmering orb
started repairing the four-meter-tall marble base hovering in front of her face, showing an intricate
– two of the sides are polished to a shine, gleaming tangle of brown, green and black strands (Vigilant:
in the light that penetrates the root cover, darkly roots). Her face is also free of roots, with the big
golden brown, without any cracks and imperfec- narrow eyes of an elf, thin high eyebrows, sharp
tions. Player who stay to marvel at the wondrous cheekbones, and black-brown hair falling like a
artwork can see dust, gravel and larger chippings veil over her shoulders and back.

195
17
18

15

18 16

14

11 12 12
13 11

8 3

INSIDE THE PYRAMID


1. Vestibule
10 2. Temple Hall
10
3. Sacrificial Table
4. Stairs Up
5. Living Quarters
6. Prayer Alcoves
7. Kitchen
2
8. Dining Room
9. Servant Quarters
9 10. Stairs Up
11. Storage
5 12. Laboratories
13. Stairs Up
14. Basins
15. Cells
4 4
16. Hall
17. Salon
1
18. Stairs up to
Sealed Gate

0 15 m

196
SYMBAR 8
What makes the sight of her particularly strange Tree. Unless the player characters have recently
is that her facial expression and posture suggest helped fend off such an attack, there are 1d10+10
The Personification of
absolute exhaustion – her eyes are glassy, the skin creatures (stats as Managaal, Adult, page 67 in the
around them is dark, and the mouth half open – as Symbaroum Monster Codex), frustrated with having the Harmonious Whole
if it takes all her effort just to stay upright. If she to restrain their aggression. The human-sized statue
is freed from the parasite, it will still take several To the right and left of the sacrificial table, on the sacrificial table,
months for the Weaver and her fabric to recover. concealed by dying roots, are two trap doors, each one and a half meters
No matter what the player characters do or roughly 1 x 1 meter in size. Those who go near these tall and made of stone, is
say, she will not react, either with words, gestures hatches and pass a Vigilant test can feel an intense, a representation of the
or facial expressions. The same is true if she is stinging wave of unease washing over them; char- Principle of the Harmo-
approached by Princess Geliael or anyone else, acters with the Witchsight ability can literally see nious Whole. It depicts a
with two exceptions. The sight of Aluin brings a the corruption rise from the gaps and get a vision sexless, muscular human
tired smile to her face, if only for a moment. And of an immense wave of blackness surging and with its eyes closed and
if Yeleta comes near, Valarai-Aia pauses, makes bubbling below, waiting to be unleashed. You can its head tilted slightly
eye contact with the witch, and gives her a solemn read more about the hatches in the text box titled backward, legs wide and
nod of gratitude. The Waste of Haman below. arms stretched forward,
Player characters who spend time looking for with the palms facing up.
Pyramid – Bottom Floor items underneath the roots can, with successful A person who examines
The bottom section of the ziggurat is 70x70 meters Vigilant tests, find two curiosities from Table 7 (page the statue carefully and
on the outside, and roughly seven meters tall. It has 96), perhaps in the priests’ residences. Otherwise passes a Vigilant test will
three entrances – the double door in the middle there is just one important discovery to be made: notice shallow molds in
lead to the ceremonial chamber, while the single a secret passage beneath the sacrificial table the palms and in the table
doors give access to the residences of the priests that leads to an underground chamber, which in between its feet, as if the
and servants respectively. All rooms are covered turn contains a great deal of valuables. For more statue once held some-
by the Weaver’s mycelium roots, mostly withered details about the passage and the chamber, see The thing in its hands and was
or dying, particularly in the great temple hall and Treasure Trove on page 201. standing over something.
in the hallway just inside the entrance, where the You can read more about
vegetation has clearly been trampled and kicked Pyramid – Middle Floor this in the section titled
around by creatures. The roots covering the ground level are largely The Treasure Trove.
The outer rooms have no furnishings whatso- absent on the second f loor. This is where the
ever, and the mosaics that once covered the walls Theourgs performed their sacred practices, with
of the prayer alcoves, the servants’ dining room, the aim of “perfecting mankind” – a kind of labo-
and the priests’ residences have been broken by ratory where the power of the gods (corruption)
the mycelium. Two managaals are still trapped
in hibernation, buried under sinuous roots and
fettered by their power – one in the northeast prayer
alcove and one in the kitchen, left by Haman Dakh
to wake by themselves. Player characters who The Waste of Haman
touch the covering vegetation to see what hides The hatches in the floor of the temple hall open to the gruesome waste
underneath better be careful. Reckless ripping generated by the Theourgs’ ceremonies – discarded bodies, broken and
and tearing will immediately cause the respective deformed, often teeming with corruption. In the natural tunnels beneath the
creature to wake up and charge toward them in a ziggurat, these corpses have ripened and fermented over the centuries, and
berserk frenzy; if the players expressly state that finally merged into three horrifying abominations just waiting to be freed.
their characters are exercising caution, a Discreet The hatches are easily opened thanks to iron rings set into the marble,
test is made. Failure means that the managaal but hopefully the player characters will leave them shut. If they ignore the
wakes up as described above. stinging sensation of unease and open one of the hatches, everyone within
Entering the temple hall is like walking into two movement actions immediately suffers 1D8 temporary corruption.
a spider’s nest, with the f loor, walls, columns Those foolish enough to lower themselves into the caves, despite the wave
and ceiling all covered by blackened, web-like of corruption and the shuffling, growling, purring sounds rising from the
mycelium. The only exception is the floor around darkness, will have a tough battle ahead of them. The three shapeless
the sturdy, root-covered sacrificial table with its abominations each have stats as a Primal Blight Beast (page 228 in the
statue, as well as a corridor leading to the double Core Rulebook), with the addition of Harmful Aura (III, corruption), Colossal
door. This is where the two monsters gather their (II), and Devour (II).
newly woken warriors until they are numerous
enough to launch another assault on the Mother

197
was infused into more or less willing individuals, kind of rituals that caused the doors to and from
in the hope of unlocking their innate divinity. the upper deck of the Crown Ship to merge with
The ceremonies were usually completed in the the stone around them.
temple hall, but all preparations and theourgical There is not much to find on this floor; every-
explorations into the nature of existence and thing is moldered, peeled or cracked. There are
humanity took place on the middle f loor, in two exceptions, one being the 2x3 meter reflecting
Haman Dakh’s laboratories. surface on the north wall of the salon, described
The row of small chambers along the wall to in greater detail in the Investigations section
the north worked as incubators and prison cells (page 202); the other is a loose floor tile in the
for more reluctant research subjects – murderers, middle of the hall, which can be noticed with a
traitors and insurgents, and prisoners of war from successful [Vigilant –5] test – only one attempt
the enemy’s upper classes. One of these is still alive, is allowed per hour of searching. Hidden under
locked in the larger cell to the north. She is undead, the tile is a patinated copper box containing a
her body curled into a ball, impossible to straighten; fist-sized orb of golden crystal. With a successful
her dark, golden brown skin is dry as bone; the Vigilant test, a person with the Witchsight ability
stringy gray-white hair flows around her, several or training in a mystical tradition can sense that
meters long. She can no longer speak, only groan, the object is charged with mystical power, though
but her eyes burn with an unmistakable longing its purpose is unclear.
for the sweet release of death. This is in fact one of the three orbs required to
Outside the cells are three combined pools filled open the secret passage under the sacrificial table
with oily black liquid. Characters with Witchsight in the temple hall. Haman Dakh and his right-hand
can tell, without tests, that the sludge is highly man each carry one of the others, one red and one
corruptive – not as potent as Vile Water (see page 68 black. More information on how they work is found
in the Symbaroum Monster Codex), but close. Player under The Treasure Trove on page 201.
characters with training in a mystical tradition
can draw the same conclusion with a successful Events
Cunning test. Anyone who falls into a pool suffers As already mentioned, the player characters may
two points of temporary corruption per turn, with seek out the Mother Tree for several different rea-
no chance of avoiding the blight. sons, most likely to rescue the Weaver together with
The furnishings in the two laboratories are all the Witches and the Iron Pact, or after investigating
worn down by the passage of time, but there are the Crown Ship and finding clues pointing to the
actually some interesting items to be found. For Theourgs’ pyramid. Either way, the order in which
people rummaging through the layer of filth and they do things will have a major impact on the
dirt that covers the floor, a successful Vigilant test future of Symbar.
reveals a handful of bronze tools – a bone saw, a scal- Both the Sovereign warriors and the mangaals
pel and three pairs of pliers, completely unpatinated want the Weaver dead, or at least stopped from con-
and fully functional. They all count as mystical tinuing her work. Should the player characters kill
treasures and together add +3 to success tests for or drive away Xanathâ, her parasitic companion,
performing the Flesh Craft ritual (worth 200 thaler and leave the tree unguarded, one of these will take
each, or 400 to a sorcerer). If two or more of the action – the managaals if the player characters leave
items are missing, the bonus is just +1. the adventure location entirely, and the Sovereign
Finally, it should be mentioned that this is the warriors if they go to the pyramid. In that case,
floor where Haman Dakh spends most of his time, Valarai-Aia will probably be killed, with conse-
often lapping up corrupt sludge from the pools to quences which are described in the text box titled
fill himself with corruption, which is later used to The Fetters are Broken on page 200.
spew out new managaal spawn. For more details, Below we present a number of scenes which are
see The Managaals on page 200. likely to occur during the player characters’ stay
at the location. At this point the most important
Pyramid – Upper Floor thing is that they find the View of the Winged, an
The third floor is divided into four sections, con- artifact that can guide them in their continued
sisting of two residences, a salon and a hall that search for the Throne of Thorns.
served as a reception and meeting room. There used
to be a stairway from the residences to the roof of The Sovereign Warriors
the ziggurat, but the stone doors to the roof were It is quite possible, albeit difficult, to get down to the
sealed before the Battle of Symbar, with the same roots of the Mother Tree without being detected by

198
SYMBAR 8
Arna’s warriors. Sneaking up to the trunk at night turns could be appropriate (rolled by the players).
only requires a Discreet test; in broad daylight the Any allies accompanying the player characters
Why Alive?
test is [Discreet –3]. If the player characters (or any will not make it into the tree in time, but retreat
of their companions) are detected, they can either in a different direction, with their own group of One might wonder why
flee or stay and fight; the outpost’s thirty Warriors, managaals to deal with. the Keepers of Symbar
three Squad Leaders, and the commander Arna Whatever happens, Xanathâ will join the bloody hasn’t already discovered
have orders to kill any intruders they encounter. fray, initially on the side of the player characters. and killed the parasitical
Attempts to sneak all the way to the camp But after that… spider? The answer is
through the slightly undulating terrain are doomed simply that Geliael and
to fail during the day. However, a resourceful Xanathâ the others have orders
person might be able to do it at night – perhaps Xanathâ is described in greater detail under The never to disturb Vala-
some kind of diversion can distract the warriors’ Spider King Reborn (page 204). The pure corruption rai-Aia, and that they for
attention, or maybe a lone shadow can sneak up she carries in her body, meant for the ritual that a long time interpreted
on one or several of the sentries? Let the players will bring the return of the Spider King, has taken a the weakening fetters
improvise, and make sure to reward all good ideas toll on her spirit and made her aggressive and dom- as linked to the general
as generously as you punish the bad. ineering. But this is mitigated to a certain extent darkening of the Davokar
How difficult it is to defeat Arna and her warriors by the pure magic her daughter Karathran stole for region. Once they realized
in combat should of course depend on the number her from the Huldra’s power node inside Karvosti. that the Weaver was in
of allies participating in fight. With three hunting And now she has also consumed the suppressing danger it took (from a
parties on their side, the player characters will energies from Valarai-Aia’s fettering work. human perspective) long
only have to face the Commander and her two These primal forces and the interaction between before they felt ready
bodyguards (stats as Squad Leader); having two them make the giant spider unpredictable. She to act, and then came
allies adds pc number of Warriors; and with only has already stolen enough of the Weaver’s energy the Sovereign’s Oath.
one ally they are forced to take on half the enemy’s to complete her ceremony, but the corruption has In lack of initiative from
total force. On their own, the characters are… Well, made her gluttonous for more, and their long time the apathetic Princess,
on their own, against the entire outpost, with the together has also made her protective of the help- Ardil has been waiting
possible exception of those currently out on patrol. less eternity elf. Regardless of the circumstances, for orders from the Halls
Finally, it should be noted that the outpost can Xanathâ’s first reaction when encountering the of a Thousand Tears. He
be bypassed altogether if the player characters player characters will be to attack – an attack knows that he ought to
get down on the ground a good distance from the that can only be stopped through persuasion. One act but is afraid to lure the
Mother Tree. You can then use the guidelines for attempt per turn is allowed, with a Persuasive test Sovereign’s Oath or the
Treasure Hunting (page 169) to determine what if the player characters have met her before (in reawakened darkness to
awaits the characters in that particular area. Tomb of Dying Dreams), otherwise [Persuasive –1]. Valarai-Aia’s hideout.
Once she has calmed down a conversation can
Crossfire be initiated, which in that case takes place tele-
Regardless of how (or by which route) the player pathically between the spider and one of the player
characters approach the Mother Tree, the characters. Depending on what the characters say
managaals will probably detect them and view the or ask, she can offer the following information:
intruders as a threat to their chances of getting to
the Weaver, or just a threat in general. Haman Dakh ◆◆ She is here to feed on the she-elf ’s power; she
will then send every available managaal to attack needs it to bring back her son, Angathal Taar.
the tree. The Game Master decides whether or not ◆◆ The son must return and wage war once more,
this should happen, in which case the number of to restore the balance, to stop humans from
adult managaals should be balanced against the destroying the world. That was always his
capacity of the player characters. However, we purpose, nothing else.
suggest that there are enough beasts to spur the ◆◆ The elven Weaver must be protected. She is
characters to look for a more defensible position beautiful, the most beautiful soul Xanathâ
inside the tree. has ever known. But weak, weaker than when
Once in the chamber at the core of the giant they first met, about to cross over to the world
oak, the managaals can only reach them through where only spirits dwell.
the four cracks that are wide enough to let them
through – in other words, from four different direc- Unless the prospect of a reborn Spider King compels
tions, but only one at a time from each direction. the player characters to attack, they may be able
Feel free to let chance decide how long the fight lasts to persuade her to leave the Weaver in their care.
before Xanathâ emerges from underground; 1d4+2 But she must first be convinced of their earnest

199
desire to protect Valarai-Aia and tend to her spir- Accurate 10 (0), Cunning 17 (–7), Discreet 11 (–1),
itual wounds. If the player characters do not seem Persuasive 5 (+5), Quick 13 (–3), Resolute 7 (+3),
trustworthy in this regard, perhaps a reference to Strong 9 (+1), Vigilant 10 (0)
the Iron Pact and the Keepers of Symbar will make Abilities Acrobatics (novice), Exceptionally
the spider feel reassured enough to leave. Cunning (adept)
Weapons, Bite 4, plus poison 4 for 4 turns
The White Spider Xanathâ Accurate
“The threads of fate tremble as I weave the
Armor Chitin shields 4
future”
Defense –3

When Symbaroum was young, Xanathâ was already Toughness 10 Pain Threshold 5
old, and the venerable spider beast found herself Equipment None
hunted for sport by Symbar’s powerful princes. She Shadow Drifting flakes of soot in a blaze
fled down into the Underworld, but not even there of blinding light (corruption: 2)
would they leave her alone, which is why she used
Tactics: Xanathâ is sly and plans many steps
mystical powers to cross over into the Spirit World ahead. If she has to fight, she uses her almost
where she bided her time. living webs to catch her enemies and then she
She is a bone-pale spider with a body as large as attacks them with poisonous spit. If that is not
an ogre, covered in even paler scars from countless enough, she will fall back and alter her strategy.
battles. Normally, her compound eyes are posi- She only uses her bite as a last resort, if she gets
backed into a corner.
tioned about a meter above ground, but her long
legs make it possible to lift the body so high that
she can look down on even the tallest adventurer.
She speaks telepathically, in images, meaning that The Managaals
she disregards any language barriers. She can His name was Amaron, the last Haman Dakh of
also express herself verbally, but only in the form Symbar, and his right-hand man and assumed
of piercing hisses and at best in a long forgotten successor was named Selofarg. It was they who
barbarian dialect. led the exploration of human limitations, the
barriers which according to Haman’s teachings
were preventing humanity from reaching its divine
Race Beast (spider) potential. When the Battle of Symbar seemed inev-
Resistance Strong itable, they personally underwent the ceremony
Traits Armored (III), Fleet-footed, Nat- that had showed the greatest potential, accelerated
ural Weapon (II), Poison Spit (III), by substances and harmonies with more uncertain
Poisonous (III), Web (III) effects. Their goal was to contribute to Haman’s
and Symbar’s defense, and in that respect they
succeeded. They were exalted; they turned into
managaals and fathered all the dark beasts of the
same name which now roam the Davokar region.
The Fetters are Broken The two high priests have retained much of their
mental acuity, although it is muddled by a burning
If Valarai-Aia should die or somehow be prevented from continuing her desire for blood and corruption. Their primary
weaving work, it is only a matter of time before Symbar turns into an inferno objective is to free Symbar from the Weaver’s
of raging abominations and famished undead. About a dozen fearsome fetters, and for that they need warriors – after the
monsters will also haunt the ruins in search of living flesh – including the first attack they know the enemy is strong, and
dragon Fofar and the three creatures beneath the ziggurat. they see no reason to put their own precious lives
The rate of the darkening process, and those awakened by it, are for the in danger. Instead they spend most of their time
Game Master to decide with the aim of creating an exciting finale. But ideal- immersed in the pools of corruptive sludge, filling
ly the player characters should get to visit Castle Thorn before the dark- themselves with darkness and spewing out spawn
ening is complete. Perhaps Fofar the Destroyer awakens just as the player after spawn. These are then locked in the cells until
characters are leaving the ruined city; they could hear his rumbling roar as they are broken into submission, after which they
they are breaking up camp, maybe spotting him from a distance, circling in are allowed to drink from the tainted water and
the sky, before they hurry off to the south grow into big, strong managaals.
The number of managaals inside the ziggurat,
beside the former Theourgs, depends partly on the

200
SYMBAR 8
player characters’ actions. If they have not gone near Toughness 11 Pain Threshold 16
the Mother Tree and thus provoked the beasts to attack, Equipment None
the full force is still there, resting and waiting in the
Shadow Purple, shifting towards deep
temple hall – 1d10+10 creatures with stats as Managaal,
black as it accumulates more
Adult on page 67 in the Symbaroum Monster Codex. corruption (thoroughly corrupt)
Amaron and Selofarg are likely located on the second
Tactics: The primal managaals prefer not
floor, either floating in the pools or ready for battle
to put themselves at risk; they are gods and
with 1d4+4 spawn positioned between themselves and should not sully themselves by engaging
the enemy. In the former case, four of the spawn are with lesser beings. They start by using their
locked in the cell farthest to the northeast. mystical powers and enthralling abilities to
The managaals cannot be reasoned with, but it support their minions, but will of course fight
for their lives when there is no other choice,
is possible to escape – the creatures defend their
after attempting to dominate the enemy into
home and their corruption source, but have no
submission.
interest in pursuing fleeing intruders. However,
* The primal managaals start the scene with
they will make an exception if any of the characters
1D6 accumulated corruption.
have a total Corruption of 5 or more: in that case ** See Yndaros – The Darkest Star, page 75
neither adults nor spawn will be able to control
their hunger, regardless of Haman Dakh’s orders.

Primal Managaal The Treasure Trove


Amaron and Selofarg exposed themselves to the not The Theourgs’ ziggurat is sitting on one of the
yet fully explored exaltation ceremony, in a desper- greatest treasure troves in the city, but it is not easy
ate attempt to defend the city, but also because they to access. In order to open the stairway (roughly
realized that they would never get another chance to 2×1.5 meter) the sturdy sacrificial table must first be
sample the powers of divinity. And that is how they see pushed aside, which requires three crystal orbs the
themselves now – exalted, gods, destined to conquer size of a clenched fist – one golden yellow, one deep
the world and modify it according to their needs. red, and one black – which must be put in the right
In appearance they resemble their creations, the places. Where to locate the orbs is described earlier,
managaals, but more upright and with more human- and the shallow molds in the palms of the statue’s
like features, and their eyes are more focused, less hands and between its feet can also be noticed by
muddled by the thirst for corruption. They are not the vigilant. The question is, which orb belongs
wearing clothes, only a thick neck chain around their in which place?
necks, each linked to a separate crystal orb the size The player characters will have to figure this out
of a fist, one red and the other black. through trial and error, unless one of them has read
the expedition leader Vidina’s journal, describing
Race Phenomenon her journey to the Temple of Exaltation – the golden
Resistance Strong yellow orb goes in the left hand, the deep red in
the right, and the black one on the table between
Traits Bloodlust (III), Corruption
Hoarder (III)*, Enthrall (III),
the statue’s feet. This may seem simple; after all,
Natural Weapon (III), Robust (II), there are only six possible combinations. The prob-
Wings (I) lem is that misplacing the orbs triggers a wave of
Accurate 5 (+5), Cunning 10 (0), Discreet 7 (+3), corruption like the one generated by the Raven’s
Persuasive 15 (–5), Quick 13 (–3), Resolute 10 (0), Doom ritual: everyone within one movement action
Strong 11 (–1), Vigilant 9 (+1) suffers 1d10 temporary corruption. Moreover, the
Abilities Bend Will (master), Black Breath locking mechanism remains locked and each failed
(master), Dominate (master), attempt yields the same result.
Leader (adept), Ritualist (master: Those who manage to push the table aside
Black Sympathy, Dimension (requires a combined Strong value of 25) will find
Walk**, Enslave, Flesh Craft, Nec- a stairway down into the darkness. After only a
romancy, Summon Daemon)
couple of meters they reach a whitewashed tunnel
Weapons, Bite 9 that runs for ten paces before leading into a small
Persuasive
chamber, where the priests brought some of the
Armor Tough skin 3 pyramid’s treasures when the enemy drew near
the city walls. In other words, there are plenty of
Defense 0 interesting finds to be made:

201
The Journals: Amaron and Selofarg had their most bring the player characters closer to the Throne of
important research journals brought to the chamber Thorns – the mirror which the priests called the
in a wooden chest that has since decayed. Twenty- View of the Winged.
four leather tomes with parchment pages made from In the middle of the otherwise cracked north-
calf skin are arranged in an untidy stack directly on ern wall in the salon on the third floor, there is a
the floor. They are damaged and shriveled, but can be reflecting surface, two meters tall and three meters
made legible again by a master Alchemist who passes wide. A successful Vigilant test reveals slight ripples
a Cunning test for each book. Written in Symbarian, on its surface, barely noticeable, in response to any
the texts present the results of horrific experiments movement in the room; leaning closer and blowing
involving flesh crafts, corruption enhancement, and hard on the surface enhances the effect, almost
daemonic symbioses – all for the noble purpose of like when blowing on liquid mercury. The mirror
attaining the ideals of the Harmonious Whole and is frameless, but scrubbing the dirt off the wall
awakening mankind’s inherent divinity. Exactly reveals Symbarian cuneiform characters which
what the journals can be used for is up to the Game can be interpreted by someone with Loremaster
Master, but they are of great value (at least 200 thaler (master): “The View of the Winged – The Emperor’s
per restored volume). Symbar in the splendor of dawn.”
The mirror is an artifact consisting of mystically
The Sarcophagi: Salvaged from the Crown Ship, charged liquid. The Theourgs inherited it from a
the stone caskets of Arlantor and the warlord liege troll whom they kidnapped and studied in
Xakarak – the founder of the Church of Haman their quest to solve the riddle of the multi-staged
and her husband – were stored in the ziggurat. life cycle. They eventually managed to understand
They are leaned up against one of the chamber’s its power and bind themselves to it, but never saw
walls, completely unadorned, slightly larger than it as anything more than a curiosity – something
an adult human. A successful Vigilant test aimed at used to impress visiting nobles and emissaries
the caskets reveals faint, scratching sounds coming from far away.
from the one to the right; the Weaver’s fetters have If someone puts a hand against the surface (at
not reached the chamber, and the corruption in the cost of 1d4 temporary corruption), the reflection
the area has raised both corpses from the dead: turns into a moving view of Symbar, as the city
Arlantor as a Cryptwalker (page 233 in the Core looked half a dozen years before its fall – actually
Rulebook), and Xakarak as a Crypt Lord (page 145 in the view of the priest bound to the artifact, as she
the Symbaroum Monster Codex). A Vigilant test with soared over the city on her own wings. The Game
the Witchsight ability reveals corruption emanating Master can read the following to the group or adjust
from the caskets. the description according to preference:
It takes strong prying tools and a successful
Strong test to open the tightly sealed and carefully ”You are gazing straight into a sun rising over majestic
spackled lids of the sarcophagi. They contain no mountains, between snow-laden peaks. The perspective
treasures to speak of – Arlantor’s teachings state tells you that the creature whose eyes you are looking
that humans must face the afterlife naked, without through is soaring high in the sky, at an altitude far
any possessions. above two hundred meters. Your eyes turn to the ground
below, to a city in the shade, with firelight shining
The Temple’s Gold: Two large urns standing directly through open windows and embers glowing in several
on the floor contain the ample gold supply of the open spaces, from fires that burned through the night.
priesthood – five hundred and one statuettes the As the sunlight speeds across the landscape and
size of a thumb, perfectly molded to resemble the the city emerges from the shade of the mountains, you
statue on the sacrificial table in the temple hall immediately realize that it is Symbar you are seeing.
– the representation of the Harmonious Whole. There is no mistaking the fault scarp, nor the waters in
The gold alone is worth almost 10,000 thaler, but the north. The imperial palace on its cliff is also easily
if one goes to the trouble of selling the statuettes as identified, even though it looks very different than it
single units, for example to a collector of historic does today – at least five times larger than the remaining
curiosities, a successful negotiation can yield as ruin, surrounded by streets, houses and marketplaces,
much as 40 thaler a piece. as well as humans moving down there, wearing draped
garments in every color, looking up at the radiant herald
Investigations of dawn before they continue with their daily chores.
Although there are plenty of interesting finds to You also see the Crown Ship with unbroken masts, its
be made inside the ziggurat, only one of them will deep red sails spread in the morning breeze; the ziggurat

202
SYMBAR 8
where you are right now rises over the surrounding building probably contains the Throne of Thorns is
buildings, crowned by a snow-white banner almost as something they should figure out for themselves.
large as the headsail of the ship, stretched on a frame,
Other Paths to
with a symbol you recognize: the symbol of Haman Dakh. The Competitors Castle Thorn
You get a sinking feeling in the pit of your stomach When the player characters arrive in Symbar, the Should the player charac-
as the viewer accelerates and sweeps north. It is hard to Witches will seek an alliance straight away, in ters fail to find the mirror
make out the details of the people, buildings, markets and order to rescue the Weaver – an alliance strong in the salon of the ziggurat,
gardens, but you can see more banners and more symbols: enough to wipe out the Sovereign outpost in the there are of course other
a skyscraping tower whose brown flag is adorned by area. If the player characters would rather focus ways to get to Castle
stair-like symbol; an oval arena much like the Dome in on something else, Yeleta must instead wait for the Thorn. First of all, they can
Yndaros, with a sword symbol on a red background; and Reformists to arrive before they launch their attack, follow some other faction
then, by the waterline to the north, out on a peninsula, which succeeds at the cost of heavy casualties. In who did make it to the mir-
a huge round building crowned by a crystal dome that that case the situation will have changed when the ror; perhaps even forming
sparkles in the morning light, its black flag adorned with player characters get there – Xanathâ is missing an alliance with such a
a symbol in the shape of a standing rhombus. and replaced by members of the Keepers of Symbar, group, who think they
Suddenly you swoop down toward the ground, the Sovereign warriors have been killed or routed, need reinforcements for a
heading straight for one of the roofs below. But only and Haman Dakh’s monstrous forces have been presumed confrontation
for a moment, before you flinch and find yourself staring reduced. However, none of these hunting parties (House Kohinoor, the Re-
into your own wide-eyed reflection.” care to search the ziggurat. formists, or the Witches).
If the player characters have fallen far behind it The characters can also be
Note that it is the symbol on the last building that is likely that House Kohinoor and/or Iasogoi Brigo approached by a defector
should cause the characters to react, provided that eventually will find their way there, possibly the from one of the factions
they have already visited the Crown Ship. If the Sacred of the Old Blood as well. And if these groups whose leaders aspire to sit
players have a short memory, they can all make manage to defeat the managaals, individually or in on the throne, which the
a Cunning test when they see the symbol for the some kind of alliance, they will no doubt clear the defector wants to prevent
second time, whether inside the ziggurat or the pyramid of anything of value – the only thing left (possibly to claim the
ship. On success they remember seeing that symbol for the player characters to find will be the View of throne herself when the
once before, and in what context, but that the round the Winged, as it is not easily destroyed. opportunity arises).

Castle Thorn
If none of the options
presented above seem
Completely hidden under the root blanket, but mag- of Thorns. The place is completely hidden beneath appropriate perhaps the
nificent nevertheless, are crumbled gray-black blocks the roots, which is why the characters need clues survivor Asirial, described
of stone, stacked over twelve meters high, spread in a from the Imperial Palace, the Mother Tree, and the on page 217, can overcome
circle which makes the castle more than three hundred Crown Ship in order to find it – something almost her apathy and point the
meters in diameter. The iron-clad stone door facing you every faction in the area hopes to do, although for characters in the right
is shaded by a colonnaded roof, lined by four partially different reasons. direction, though without
broken statues of cowled humans, their eyes shut and saying anything more
their hands stretched out in front of them. After pulling Incentives about what happened to
together to open the door, you step into the darkness, There are two main reasons to go to the castle that her in the throne room.
entering a corridor with an arched ceiling and white- was once home to the Order of Dakothnic: to claim Finally, if the characters
patched walls where the lime paint has not yet peeled off. the Throne of Thorns, or to stop others from doing have earned the trust of
You stop where the corridor forks to the left and right, so. In addition, there is of course knowledge and the Keepers of Symbar,
met with complete silence, complete stillness. No, not treasure to be found, which some expeditions might and there is a risk that
quite. Footsteps. Shuffling steps. And a rhythmic clang, find more tempting than the legendary high seat someone else might find
like metal against stone. As she enters the glow of your – particularly those of Iasogoi Brigo and possibly the castle, the elves can
light source, you are immediately immersed in the sweet the player characters. initiate them into the
odor of slow death. The woman with the foggy eyes and secret, hoping that the
sickly yellow skin stops, leaning heavily on her rune Background characters will help them
staff, then speaks in the croaking voice of the undead… There was little room for moderation and reflection stop this “someone.”
in Symbarian culture and religion; it was a realm
Castle Thorn is where the adventure’s climax founded on the most extreme interpretations of
will take place; it is where the characters can find Haman’s teachings, spiritually focused on the pur-
the legendary throne, as well as information that suit of divinity and on making one’s body strong
leads to Alberetor and the next episode of the Throne enough to wield the power of the gods, meaning

203
The Spider King Reborn
This group, which could actually be considered a something Xanathâ has found in abundance
faction in its own right, is presented in a sidebar in the Weaver.
because its presence in the adventure is not as The Ga me M a s t e r cou ld let not on ly
certain as that of the other groups. It is up to Xanathâ, but also her daughter Karathran,
the Game Master to decide whether the spiders be present in Symba r – t he lat ter in t he
should play a role in the story and, if so, how outskirts of the ruined city accompanied by
significant it should be, based largely on what has a delegation of bodyguards sent by Amah
happened during the gaming group’s previous Ar-Haxas, queen of the region’s arachs and
adventures. If put into play, they could of course Xanathâ’s most devoted ally. She is also joined
become relevant (as allies or adversaries) at other by some of her own spiderlings (Hunting and
stages of the player characters’ visit to Symbar. Fray Spiders), as well as a handful of bestiaal
The spiders as a faction were introduced in warriors. Their mission is simple: to await
the adventure Tomb of Dying Dreams, expanded the mother spider’s return, and then escort
on in Karvosti – The Witch Hammer, and f leshed her to the Anghal Pyramid, located halfway
out even more in the Symbaroum Monster Codex, between Symbar and the huge crater in the
in the form of the Arach race. The ancient spider northwest. But Karathran has a problem…
Xanathâ has returned to the Davokar region Xanathâ has changed, significantly – perhaps
after a long respite in the Spirit World, only to because she swallowed the Vile Water, to keep it
discover that the world is changed and dying, safe in her body pending the completion of the
about to be destroyed by mankind’s insatiable ceremony. For whatever reason, she has proved
appetite for nature’s resources. She and her herself increasingly capable of calculated cru-
daughters are determined to do battle with elty, and before she left for Symbar the ancient
the humans, like the spiders during the Battle spider made it clear that no concession must
of Symbar and in the days of the Spider King, be made, no mercy shown: the objective is all
preferably with the help of their old allies – the that matters. Karathran agrees on the objec-
elves and the bestiaals. tive, but is becoming increasingly convinced
Their plan is to reawaken Angathal Taar, or that her mother wants to go further than just
rather have him be reborn, to lead the grow- restoring the balance. And the presence of Amah
ing multitude of spiders and arachs as well Ar-Haxas’ fanatically human-hating bodyguards
as their allies. The ceremony requires three does not make her any calmer.
ingredients: pure corruption (the Vile Water Whet her or not t hey h ave met be for e,
from Tomb of Dying Dreams), pure magic (stolen Karathran might choose to contact the player
from the Huldra’s power node in Karvosti – characters in the hope of forging an alliance
The Witch Hammer), and echoes of the power (the Game Master decides whether it is appro-
used by cultural beings to cultivate Creation, priate). She has made up her mind and wants

Table 33: Karathran’s Troops


Type Numbers Stats Adjusted Numbers Reference
Hunting EM Hunting Spider Monster Codex, p. 146
Spiders
Fray Spiders 4 Fray Spider Monster Codex, p. 146
Arachs 5 Poisoner Monster Codex, p. 13
Bestiaals 4 Fighter/Hunter Monster Codex, p. 17

204
SYMBAR 8

help with two things. First, the arachs in her


group must be eliminated in a way that does
not raise suspicion among the bestiaals and her Karathran’s Gift
spiderlings, perhaps in an ambush in a place One of Karathran’s poison glands produces a substance which, although
which Karathran can send the arachs to explore. poisonous, confers long-term resistance to corruption in nature. The bitten
Once t h is is done, t he body of X a nat hâ individual is first afflicted by a Weak poison, but is then granted a –2 modifi-
must be destroyed and her spirit permanently er to all effect tests for determining temporary corruption gained from the
banished to the Spirit World. They must then environment (does not apply to corruption gained from using artifacts or
harvest three parts of her body and bring them generated by mystical powers, whether one’s own or someone else’s).
to Karathran: a poison bladder filled with black A side effect which Karathran cleverly does not mention is that the
liquid; a cluster of bone-pale, blue-veined eggs bite also establishes a mystical link between her and the bitten (can be
from the underside of her abdomen; and one of detected with a successful Vigilant test with either Witchsight or training in
her six eyes – the one emitting a reddish shine. a mystical tradition). The link allows Karathran to keep track of where those
With these in her possession, Karathran can who have been bitten are, and also causes them to have frequent dreams of
bring back the Spider King herself. her and the spiders of Davokar.
She claims that this can prevent a future war If discovered, the link can be broken with the Break Link ritual, but then
of annihilation between humans and spiders, but the protection against corruption is canceled as well.
that is not the only thing she offers: although
she does not possess her mother’s full power,
her bite can offer a certain protection from
corrupting energies, as described in the text
Manner Completely motionless
box Karathran’s Gift.
Race Beast (spider)
Karathran Resistance Strong
“I am Karathran, daughter of Xanathâ, mother Traits Armored (III), Natural Weapon
of many.” (II), Poison Spit (III), Poisonous
(III), Robust (I), Web (III)
Karathran is the daughter of the monstrous Accurate 10 (0), Cunning 15 (–5), Discreet 11 (–1),
spider Xanathâ, one of the oldest creatures in Persuasive 5 (+5), Quick 13 (–3), Resolute 7 (+3),
the region, once hunted by the great princes Strong 9 (+1), Vigilant 10 (0)
of Symbar. Her mother has recently returned Abilities Acrobatics (master)
from a long stay in the Spirit World, which has Boons/ Fleet-footed
given many of her daughters a new purpose – to Burdens
do whatever they can to help the mother return
Weapons, Bite 6 plus poison 4 for 4 turns
the Spider King Angathal Taar to life. Accurate
Karathran gratefully accepted her new role.
Armor Carapace plates 4 (+2 for
During Xanathâ ’s absence, she watched the
Robust)
humans with growing concern, and she com-
Defense –1
pletely agrees that something must be done.
That being said, she has come to both respect Toughness 10 Pain Threshold 5
and understand the barbarians and their witches, Equipment None
and would rather not see them hurt. Shadow Sparkling white like sunlit snow
As for her appearance, Karathran resembles (corruption: 0)
her mother in everything but color: her carapace
Tactics: Karathran leaves the fighting to her
is black as night. She also communicates in a offspring, but aids them with her webs and
similar fashion. See the description of Xanathâ poison spit. She does not enjoy killing, not in
on page 200. the least, but accepts that it is sometimes a
necessary means to an end.

205
corruption. At the same time, the Symbarians The Throne of Thorns’ power must never fall into
knew that the noble pursuit of mankind could the hands of the Theourgs.
have harmful effects on the world at large, that Less than one year before the final battle of
the world was a creation of the divine, as fallible Symbar, the high priest fled with everyone who
and fragile as human flesh. So, the task of guarding knew how to nourish and preserve the thorns
and tending to the Throne of Thorns fell to the Order covering the throne; they left with all remaining
of Dakothnic – the priesthood whose teachings seeds, and poisoned all the cuttings and vines that
revolved around humanity’s interplay with, and climbed over the high seat. The throne was left
impact on, the surrounding world. behind, linked to the awesome and thoroughly
The Throne of Thorns came to Symbar roughly corrupting power of the node, and there it remains
four hundred years before the fall of the city, and to this day – tempting, waiting, longing.
is a major reason why the realm kept growing and
became such a dominant power. The city’s rulers, Description
and eventually the emperors of Symbaroum, Castle Thorn is located on a peninsula, hidden
did not just inspire greatness; they also had the beneath the root cover. On the outside, the round
power to literally strengthen their people and building is no more than twelve meters tall, but it
fill them with fanatic ferocity. Additionally, is vast – over three hundred meters in diameter –
they were able to “bless” the lands and waters, and inside, the halls go deeper and deeper into the
making them richer and more fertile. But all this rock with every circle, so that the thick glass of the
came at a terrible cost, for although the emperors crystal dome is positioned thirty meters above the
themselves were blessed with pure power, free of floor of the Hall of Thorns.
corruption, the people and nature itself started Like most buildings in Symbar, the castle is
showing worrying signs – signs that worsened made of polished gray-black stone, with mighty
with the advances of the Theourgs: ritual flesh colonnades connected to the iron-clad double gates
crafts, ceremonial pacts, new paths to spiritual of the four entrances. Each entrance is guarded by
and physical exaltation. statues in various stages of disrepair, overgrown
It was the priests of Dakothnic who made with fine-meshed roots, four meters tall and stand-
Emperor Symbar realize the severity of the situa- ing on meter-high pedestals. They are all humans,
tion; that the people were once again on the verge dressed in cowls that bear the mark of Dakothnic,
of destroying the world, along with themselves. with grave expressions on their faces and their
But by then it was too late. The emperor had lost eyes closed, their hands outstretched to the world
control, and as the strength of the external enemy around them, palms facing up.
(the Iron Pact and its allies) grew, so did the risk of The corruption on the peninsula is quite severe,
internal chaos, maybe civil war, maybe a coup d’état both on the ground beneath the root cover and
orchestrated by the already exalted. The high priest inside the castle. The characters must pass a Strong
of Dakothnic and the emperor were in agreement: test every hour or suffer 1d4 points of temporary
corruption, which does not wear off until the
afflicted enters a completely untainted area.

The Outer Circle


The Powers of the Throne of Thorns The outer circle of the round structure mainly con-
The Throne of Thorns is connected to an extremely powerful mystical tains residences, fortifications, and storage areas.
node in the Yonderworld, via a link that runs through eternity. Without its As shown on the map, many sections are equipped
suppressing layer of thorns, called Rosáe by the priests, the strength of its with basements descending up to three stories
energies is so overwhelming that no living creature can withstand its effects into the earth, mainly containing storerooms and
– what happens if someone sits on the throne is described in greater detail residences for the order’s novices, apprentices, and
under The Power Awakens on page 212. However, with Rosáe in place the servants. There is also an upper floor which will
effect is manageable. Exactly what happens if someone mounts a restored not be described in-depth, made up of empty rooms
and healthy Throne of Thorns will be addressed in future episodes of this and hallways.
adventure chronicle, but we can already say that a person who binds to the The outer circle’s southeast section belonged
thorns (as if to an artifact) and sits upon the throne will gain tremendous to the staff mages, Dakothnic’s fearsome warrior
abilities and powers – which will fade unless they are maintained through monks sworn to defend the Throne of Thorns from
regular visits. all enemies, foreign and domestic. Kitchens and
dining halls were found in the northeast, while
the northwestern section contained residences and

206
SYMBAR
w
Nw
8

sw

N
S

Ne
Se
e

0 50 m

4 10 3

9
5 7

1 2

CASTLE THORN 6. Mess Hall


1. Staff Mages 7. Reliquary
2. Kitchen & Dining 8. Gymnasium
3. The Priesthood 9. Hall of Thorns
4. Study- & reading halls 10. High Priestess
5. Library Private Chambers

207
salons for the priests. And finally, the southwestern handle the divine power, or at least undoing some
section contained a library, meditation chambers, of its side-effects.
and reading and examination rooms for teaching Still trapped in one of the cells, behind a meter-
the order’s initiates. thick stone door locked from the outside with three
The members lived ascetic lives with few per- thick bars of rusting iron, sits the last emperor’s
sonal belongings – something that was emphasized niece, Savagarala, blight born from a ceremony
more over time, as the rest of the realm slowly fell meant to free her from the innate limitations of the
into darkness. Consequently, there is nothing of human body. Her neighbors have managed to break
value in the outer circle; all that remain is debris free due to the weakened state of the rusty iron
in the form of cracked, peeled, or otherwise dam- bars, and now roam free under the root blanket, but
aged items of glass, metal and stone. There is one Savagarala has neither the strength nor the mobil-
exception, however – a set of chimes, described in ity for something like that. Her naked body, covered
detail on page 216. Also, characters conducting a in black scales, is emaciated and dehydrated, and
thorough search of the catacombs under the south- her joints seem to bend in all directions. She lies
east section can find the sole remaining resident huddled on the floor like a dropped puppet, but
of the castle… alive, with her head tilted toward the ground, her
Three floors down under the staff mages’ quar- mouth gaping like that of a fish, and her reptilian
ters were the prison cells where the Theourgs eyes blinking eagerly – starving with blight-induced
brought their most striking failures, unless they hunger, but unable to raise her arms and legs more
were deemed too dangerous to examine. For it was than a centimeter or two.
the priesthood’s responsibility to study corrup-
tion’s effects on the human body, with the aim of The Inner Circle
curing individuals who proved to be too weak to The middle circle of the castle consists of four large
halls that were open to all members of the order,
albeit with certain restrictions depending on the
individual’s status in the hierarchy. The player
characters must pass through one of these halls
The Staff Mages on their way to the Throne of Thorns; which one
The members of the mysterious order occupying the Staff Mage’s castle are depends on where they are coming from. Their
indeed descended from the guardians of the Throne of Thorns. At the time competitors will likely arrive through one (or more)
of the city’s demise, their order consisted of fourteen Staff Masters, fifty-six of the other halls. There is a wide stairway leading
Rune Staffs, and forty-nine Staffless. All of them fled before the battle inwards from these halls, down to a six-meter-high
against the Iron Pact; they even hoped that the enemy would prevail, but gate of stone. Beyond that gate waits the Hall of
could not bring themselves to wage war on their own people. Thorns and its legendary throne.
Six months after the battle, twelve guardians returned and gained the
Iron Pact’s permission to keep watching over the throne, but never more The Reliquary: In the Reliquary, the Order of
than one dozen at a time. The guardians were relieved once a month by Dakothnic kept hundreds of items that had been
replacements sent from the castle being built a two-week march to the confiscated or submitted to them because the divine
west. The arrangement was only known to the order’s leading Staff Masters power they emitted was so powerful they posed a
and Rune Staffs, as was the knowledge of Symbar’s location and the true threat to humanity and the world. The priesthood
purpose of the warrior monks. This turned out to be a mistake. protected and studied these objects, seeking a way
When the new castle suffered its first massive skullbiter attack, the of reducing their harmful effects without dimin-
mages did not stand a chance – those who did not flee were killed, including ishing the items’ power.
everyone who knew about the arrangement with the elves. The disaster The first thing the Keepers of Symbar did after
took place five centuries ago, and since then the staff mages’ legends about establishing the root cover and the fettering myce-
the history of their order and their country have slowly been diluted and lium was to neutralize this collection. The vast
changed; the task of watching over the Throne of Thorns has been distorted majority of items were destroyed, leaving only a
into the mission to keep the emperor alive; the shame of having left their handful of less tainted mystical treasures for the
people at the mercy of the Iron Pact has turned into them blaming them- fortune hunters who later found the hall. Now
selves for the fall of the emperor, and Symbaroum as well. But irrespective the Reliquary is completely empty – the wooden
of these misunderstandings, one thing is certain – if the current members balcony that once ran halfway up the ten-meter-
of the order learned where Symbar is located, they would gladly risk their high walls has long since collapsed and decayed
lives to cleanse the imperial capital of darkness! along with the shelves it carried; and the stone
pedestals rising from the marble floor hold nothing
but dust. However, the curious and scholarly can get

208
SYMBAR 8
a sense of what items were stored here by reading The Library: The collection of Castle Thorn’s great
the inscriptions on the copper plaques mounted library contained texts written on all kinds of Examples of Items
on the pedastals (requires a Cunning test with materials – paper, parchment, copper cylinders
Loremaster at master level). and stone tablets, as well as glass in the form of The Crown of Attoan
slabs or orbs. The library had two upper galleries suspends gravity, but
Mess Hall: The Order of Dakothnic worshipped which lined the entire hall, one set three meters eventually boils the wear-
no god, but an aspect of humanity: the ability to above the floor, the other at six, both made of wood er’s cerebrum
concentrate, to focus on how thoughts and actions just like the bookshelves they carried. The shelves
interact with the environment. Hence, the castle’s and the galleries themselves have long since rotted The Key of Elian
sanctuary differs in one key respect from what and collapsed, as have the reading desks that once opens any door, but
most Ambrians and clan members associate with covered most of the bottom floor. But those who sometimes makes them
temples or chapels – there are no symbols of gods, take the time to search along the walls can actually lead to darker worlds
no podium or alter to look up at. Instead, the cas- make some interesting discoveries.
tle’s mess is a hall of pillars with a flat floor and All paper-like material has obviously decom- The Gold Tooth of Samos
smooth walls, whose sole distinguishing feature posed and along with the furnishings created a freshens the breath,
is the order’s symbol covering the south wall, layer of dirt lining the walls. Those who contribute but fills the mind with
made of black and white mosaic tiles which long can make two Vigilant tests per hour of searching. unsound desires
ago lost their luster. An ordinary success reveals a tablet of copper or
The order’s members gathered in this hall before stone, carved with Symbarian cuneiform or the Cidriana’s Parasites
breakfast and after supper, not to listen to some incomprehensible symbols used by the scribes grants regenerating pow-
high priest, but to discuss, and later summarize, the of Asbarast or possibly even older civilizations. er, but slowly deprives the
tasks of the day. However, during the last decades These texts are mundane in nature – a poem, a list blood of its ability to clot
before the Battle of Symbar, this tradition changed, of inventories, a legal contract, or something similar
as the order’s last high priest in the city, Othelia, (valued as a Curiosity, see page 95). The Sheath of Aske
often held speeches from a place near the center If the test succeeds with a difference of 5 or more, keeps the edge sharp, but
of the hall, meant to lead both priests and warrior the character finds something more remarkable. The sometimes refuses to let
monks step by step toward the insight that the Game Master determines the exact nature of the find go of the blade
Symbarian people were on the verge of destroying by rolling 1d4 and consulting Table 34: Finds in the
both themselves and the world. Library or choosing from among the listed items.

Table 34: Finds in the Library


1d4 Material Description
1 Glass orb the size of a human head, The acclaimed and multi-award-winning novel The Beast
engraved with cuneiform charac- Awakens penned by the skald Maina Ohnaak, engraved in
ters too small to read without a glass for posterity. Tells of a farm girl’s unlikely journey to be-
magnifying glass. coming the first lady of Asbarast: the tyrannical Magantha II.
2 Bound book of parchment, dam- The book describes the ingredients, preparations and proce-
aged by moisture and mold; illegible dure for a mystical ceremony supposedly aimed at “treating
until the pages have been treated the living dead.” The ritual works; it really does bring undead
with the Alchemy ability and a people back to life, but with a terrible side effect that does
successful Cunning test (requires not become apparent until six months later: the body spon-
access to a laboratory). taneously and unstoppably generates one point of perma-
nent corruption per month, until the person is blight born.
3 Book with pages of alchemically A book of patterns for tapestries, carpets, and drapes
prepared fabric, bound in disinte- brought on the Crown Ship Saroklaw’s journey between the
grating leather. worlds, rebound on several occasions. Worth 100 thaler to a
skilled expert, but ten time as much to a collector of histori-
cal curiosities.
4 The castle’s logbook, written on The Librarian made short entries in the logbook every night,
mystically prepared paper, bound until the last high priest Othelia stole the thorns from the fa-
in prepared leather and therefore mous throne and fled with many of her fellow priests. When
completely unscathed. Once it rest- the theft came to light the Priesthood of Dakothnic was
ed on a reading desk in the middle banished, and only its monastic order remained to watch
of the hall, but may have ended up over the dangerous high seat. The final entry is recounted on
somewhere along the walls. page 215, under the Investigations heading.

209
The Gymnasium: Physical and spiritual disci- and resembling the head of the abomination illus-
pline was crucial to all members of the Church trated on page 215. From a distance, a passed test
of Haman. In this hall, staff mages, priests and against Vigilant with the Medicus ability reveals
initiates devoted themselves to shaping their that the bone between its horns is cracked as if
bodies and strengthening their will, often while from a crushing blow – possibly the cause of death.
simultaneously solving intellectual problems of Furthermore, a successful Cunning test with Beast
mathematical or philosophical nature. Dakothnic’s Lore or training in Sorcery lets a character know
followers strived to maintain their focus regardless that abominations often disintegrate after their
of situationional and environmental factors – solv- death (melting, evaporating or crumbling into
ing equations in the middle of a staff fight was one dust), but that the cranium, or parts of it, some-
way of practicing this; solving complicated puzzles times remains intact.
on the bottom of a deep swimming pool was another. Characters who get the chance to examine the
The four narrow but deep pools are still there, six bodies will find that they were utterly massa-
now half filled with debris and dirt. Some of the cred, judging by the broken bones and smashed
order’s training equipment remains as well, such skulls; many also show signs of having been
as the different-sized iron dumbbells (the heavi- chewed on by huge, monstrous jaws. There are
est weighing as much as a full-grown barbarian four humans, one goblin and an ogre; a successful
warrior) and the fasteners of climbing ropes in the Cunning test with the Medicus ability indicates that
ceiling, fifteen meters above the floor. they were killed between eight and nine months
ago. Their belongings are still scattered across the
The Hall of Thorns hall, mostly weapons and items found during their
No matter which hall the player characters pass brief exploration of Symbar. The players may roll
through on their way to the throne room, they six times on Table 6 (page 95) to determine what
are first met by a six-meter-high and three-meter- they find, and the Game Master must come up with
wide double gate of iron-clad, mottled gray stone, five mastercrafted weapons/sets of armor that can
adorned with patterns of patinated copper in the be useful to the player characters – each with 2–3
shape of winding thorns. None of the doors are qualities in addition to their base stats.
locked or bolted, and two of them are ajar – the ones
facing the Mess Hall and the Reliquary respectively. Events
The hall is roughly one hundred meters in diam- This section presents a number of suggested scenes
eter and completely round, with the crystal dome that may occur as the player characters reach and
resting almost thirty meters above the floor. During explore Castle Thorn. At this stage it is more diffi-
the day, there is a faint light streaming down in a cult than ever to predict what will happen, so the
foggy cone, focused on a three-meter-high, round Game Master must be well-prepared and ready
platform at the center of the hall. On the platform to adjust the course of events based on the player
stands the most desired artifact in the Davokar characters’ aims and alliances, as well as their
region, if not the world: the Throne of Thorns. experiences in Symbar up to this point.
It is a thing of beauty, made of shiny black obsid- The basic idea is that the events at the castle
ian, with curved armrests and a three-meter-high should be played in five phases. The first phase
back shaped like a half-open hand-fan. Its only covers the characters’ path to the Throne of
ornaments are inset bands of white gold that outline Thorns and will likely involve an encounter with
the contours of the back, seat and armrests, as well the undead staff mage Sidril, while phase two is
as an irregular shard from the power node to which about the encounter/conflicts between the player
the throne is bound, set high up on the back. Finally, characters and at least two other group with dif-
there are four urns standing at the foot of the high ferent objectives.
seat, one at each leg. With a volume of about ten Phase three begins if/when someone sits on the
liters, they are made of the same material as the high seat and turns into a (nearly unstoppable)
throne, without ornamentation, and currently filled Throne Beast that attacks everything and everyone,
with ordinary, hard-packed, bone-dry soil. while the fourth phase occurs if the abomination
Apart from the throne the hall is empty, save for is vanquished and the survivors must decide what
the giant skull of an abomination and the mortal should happen to the Throne of Thorns. Only when
remains of six individuals – the expedition that that matter has been settled does phase five begin,
included the survivor Asirial (see page 217). The where the survivors get to explore Castle Thorn in
cranium lays about halfway between the podium search of information that can lead them back to
and the northern doorway, big as a curled-up ogre Yndaros, or rather, to what remains of the nomadic

210
SYMBAR 8
people who offered sanctuary to the Dakothnic live. Must warn. I have said my part. Now, choose your
priesthood: the Lindarians. fate.” She turns around and walks off to intercept
The Defenders
another group that has arrived through one of the
Sidril other entrances. of the Throne
Shortly after the player characters enter one of Should the player char-
the castle’s gates, those who pass a Vigilant test Sidril acters be explicitly on
can hear a sound, slowly rising in volume, as if Shortly after the skullbiters attacked the staff the side of the Iron Pact,
someone or something is heading towards them. mages’ new castle, a young crow slipped in through the scene/scenes in the
A subsequent Cunning test reveals that it is a per- a crack in the crystal dome. Drawn to its gleaming Hall of Thorns could be
son walking with slow, shuffling steps, leaning white gold, the bird landed on the Throne of Thorns designed as a defensive
on a metal-tipped staff. What they hear is the last and was blight-born, transforming into a monstrous scenario, where the play-
remaining guardian of the castle. blight beast. Two warrior monks were killed, but er characters (possibly
The approaching woman is wearing a cowl that worse still: the ten survivors were infected with a accompanied by repre-
may have been white before it was discolored by daemonic parasite that claimed their lives within a sentatives of the Keepers
dirt, dust and dried blood; it is also full of holes and week, before bringing them back as undead. and the Witches) must try
tears – the fact that it is still in one piece suggests For five hundred years Sidril has walked the to hold off multiple waves
that it is blessed or infused with mystical energy. A corridors of Castle Thorn, remembering only frag- of aggressors – perhaps
successful Vigilant test aimed at the woman reveals ments of what life was like before her undeath. The starting with the undead
a symbol under the dirt of the cowl: the symbol other nine have been destroyed, one by one – the army of the Sacred of the
representing the Order of Dakothnic. last three at the hands of the explorers who now lie Old Blood (see page 218),
She leans heavily on her staff, which someone scattered across the floor of the throne room. She followed by Odralintos
with Loremaster or training in a mystical tradition survived, and it was she who finally slew the throne and his monster cultists,
will recognize as the rune staff of a staff mage; she beast spawned from one of the treasure hunters, and finally what is left
is dragging her left leg behind her and is clearly with a powerful staff projectile to the head. of House Kohinoor and
very ill. The Medicus ability or Beast Lore with a its allies. Note that the
successful Cunning test identifies her appearance as Reformists and the Black
Manner Wheezes to herself
a sign of undeath – dry, sickly yellow skin, cloudy Cloaks may come to the
Race Undead (human)
eyes and the sweet odor of drawn-out decay. player characters’ aid,
She stays just outside the light from the player Resistance Strong especially during the final
characters’ torch or lantern, silent and abso- Traits Undead (III) showdown with Ralgai
lutely still. After composing herself, she utters a Accurate 11 (–1), Cunning 10 (0), Discreet 5 (+5), Melion and company.
few words in Symbarian, which only those with Persuasive 9 (+1), Quick 13 (–3), Resolute 16 (–6),
Loremaster (master) can understand: “Stop. Turn Strong 7 (+3), Vigilant 10 (0)
back. Not welcome!” Abilities Anathema (master), Polearm
She will not resort to violence. Since there is Mastery (adept), Sphere (master),
no one else left, she must live on to warn all who Staff Fighting (master), Staff
seek the great treasure of the castle, and con- Magic (master), Staff Projectile
(master)
vince them to leave the throne be – not exactly an
easy task, as she knows no other language than Boons/ Slow
ancient Symbarian and also has trouble focusing Burdens
and expressing herself clearly. The latter means Weapons, Rune staff 5
that she cannot hold a sensible conversation, but Accurate
if the player characters try to protest or question Armor Blessed robe 2 (+2 for the Rune
her, Sidril adds the following (not necessarily in Staff), half damage according to
this order): Undead III
Defense –5
“Dangerous. The greatest danger.” Toughness 10 Pain Threshold 4
“High seat poisons. Transforms. Death!”
Shadow Billowing matte black, like a
“Not touch. Turn back. Go, there [points a black flag in the wind (thorough-
trembling finger at the exit].” ly corrupt)
“You die, all of you!”
Tactics: Really does not want to fight. If attacked,
she activates her Sphere and tries to make the en-
Startled, she glances over her shoulder before turn- emy break off the attack. When there is no other
ing back to the player characters with darkness in choice, she prefers to use her Staff Projectile from
her eyes: “You should be killed, now. But I can’t. Must a safe distance.

211
course be victorious; the Game Master decides
which one, or lets the players roll 1d6 without
Conflicting Wishes telling them why: 1–3 = the throne’s defenders, 4–6
= the attackers. Needless to say, the winning side is
The player characters may well have different ideas about what to do when significantly weakened when the player characters
the Throne of Thorns is within their reach. Perhaps someone wants to run make their entrance.
in and take their seat on the throne, while others wish to prevent the high
seat from ever having another owner. Yet another character may want to Intervene before combat begins: The player
safeguard the throne for someone else – out of loyalty to a faction, perhaps, characters can side with either group before they
or in the hope of selling it to the highest bidder. collide. Whichever side they choose, and even if the
If this is true for your gaming group, it could be enough for the player other party chooses to retreat (to bring reinforce-
characters to enter the Hall of Thorns by themselves, with no other factions ments), the player characters’ allies will decide
present. There could perhaps be someone (Sidril, Yeleta or Ardil) standing to attack their antagonists. If the characters join
between them and their goal, to attempt a negotiation before any poten- the fight, they will face half the enemy’s forces
tial conflict can escalate. And if no one ends up on the throne, it is always (perhaps the leader and two or three stronger
possible for Odralintos and his followers to show up, as described under The subordinates); if not, a die is rolled as above to
Power Awakens below. decide who wins.

Intervene during combat: Perhaps the hesitant


player characters cannot make up their minds
before the fighting breaks out. If their goal is to
Before the Throne of Thorns prevent others from reaching the Throne of Thorns,
When the player characters first lay eyes on the they will obviously side with the defenders, but if
Throne of Thorns, perhaps some other group has they wish to claim it for themselves the choice is
gotten there as well. It may also be the case that not so obvious – no matter which side prevails, the
they arrive in the company of allies, in the hope victors will not let the player characters claim the
of claiming the throne or stopping others from prize without a fight!
doing so. We would like to suggest the following
scenario, which can serve as a basis for the Game The Power Awakens
Master’s own plans. The following might never take place in your
As soon as they peer into the Hall of Thorns, particular version of the story, but it probably
the characters see a number of people standing on will, and we would even argue that it should – an
the steps of the platform with their backs facing adventure location of Symbar’s caliber requires a
the throne. These are part of a faction that wants proper boss fight!
to prevent others from accessing the power of the If someone sits on or touches (directly or
throne; it could be members of the Keepers of Symbar indirectly) the Throne of Thorns, that ill-fated
(possibly reinforced by Prince Eneáno, as described individual will immediately be hit by an awesome
on page 222), or Yeleta and one of her companions. wave of corruption that alters her physiognomy
The people on the platform are facing another and mental capacity beyond recognition; the
group, recently arrived from a different direction same happens if someone tries to manipulate
than that of the player characters. Ideally, this second the throne with mystical powers. The person
group should be made up of individuals who want dies, and out of her body bursts an abomination
the throne for themselves and are prepared to kill of pure corruption, insatiable in its hunger and
anyone standing in their way (e.g. House Kohinoor ruthless in its brutality. There is no way to avoid
or the Sacred of the Old Blood). The situation is tense, this: death is instantaneous, and the transfor-
to say the least; it should not be long before the more mation takes one turn, during which the new-
or less evenly matched groups collide. born Throne Beast is completely invulnerable.
As long as the player characters are just peeking However, this brief window gives everyone else
through the double gate, the people in the hall will a chance to escape…
not notice them. It is time to choose a strategy, based There is ample indication that the Throne of
on their own objectives. Broadly speaking, their Thorns is not functioning properly; much also
options are as follows: suggests that it is dangerous in its current state. But
then, cultural beings have a tendency to overlook
Stand by: They can stay put and wait for the groups unwelcome information, or at least interpret it in a
in the hall to kill each other off. One side will of way that suits their purposes – as lies, exaggerations

212
SYMBAR 8
or misunderstandings. The risk is therefore great Throne Beast
that someone will ignore the signs and defy the No matter the vessel of its birth, the Throne
direct warnings. Beast emerging from the victim’s body is both
Combat Strategies
Here are some suggestions on individuals huge and extremely dangerous – roughly ten The abomination has
who may be desperate, narrow-minded or greedy meters tall, with abnormally swollen muscles. one clear weakness
enough to reach for the black blessing of the Throne Its horned head looks like a mix between a bull which the player charac-
of Thorns. and a toad, with the horns and black eyes of a ters and their allies can
bull, and the wide mouth of a toad, in addition exploit, and which can
Player Character: Exactly why a player character to its three rows of triangular fangs. The rough- be identified with the
would want to sit on the throne is hard to pre- skinned body is pale as bone and covered in what Beast Lore ability and
dict, but stranger things have happened. Let the looks like glowing tattoos in non-figurative a successful Cunning
player describe how the character approaches the patterns; its arms are long like a gorilla´s and test: because of its
throne; if the plan leaves room for the other player end in lengthy hands equipped with half-meter huge, ungainly body the
characters to notice and react to this attempt, bone claws. creature cannot perform
they should get a chance to stop their greedy or Note that the Colossal (II) trait means the reactive actions while
self-sacrificing friend. following: moving. In other words,
◆◆ Anyone who tries to harm or affect it with on the turn after it has
Odralintos: Grandfather Lint pays no heed to mystical powers has two chances to fail their moved the abomination
warnings and is so fundamentally arrogant that success tests. gets no free attacks and
he thinks they do not apply to him anyway, being ◆◆ Anyone attacked by it has two chances to fail is hit automatically by
the wise, strong and powerful creature he is. But their Defense tests. enemy attacks. A clever
he is mistaken… ◆◆ Anyone hit by the creature’s attacks must roll strategy can therefore
If the lindworm manages to follow or track twice for Armor; the lowest outcome applies. be to spread out and
some other faction to Castle Thorn, his plan is mostly rely on ranged
to wait until the other groups are distracted, by attacks.
Manner Ferociously unstoppable
combat or intense negotiations. When the time
is ripe, he orders his monster cultists (see page Race Abomination
167) to storm the hall from one direction, while he Resistance Legendary
himself charges toward the throne from another. Traits Armored (III), Colossal (II),
He stakes everything on this one maneuver and Corrupting Attack (III), Death
will not stop until he is successful, or beaten. Struggle (III), Devour (III), Grap-
pling Tongue*, Mystical Resis-
tance (I), Natural Weapon (III),
Junia Dardall: If Junia Dardall has not already
Regeneration (III), Robust (III),
been killed or left the area, she would be a perfect
Sturdy (III)
candidate in this context – greedy for power and
Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
convinced that her noble blood can never be cor-
Persuasive 10 (0), Quick 16 (–6), Resolute 16 (–6),
rupted. She could turn up in the middle of a fight Strong 18 (–8), Vigilant 5 (+5)
between the player characters and other factions,
or after the fight, when victory seems certain and
the apparent threats have been neutralized. Her
ability to teleport up to twenty meters will come in
handy in the final push towards the throne. Destroying or Moving the Throne
Prince Eneáno: If the Game Master decides to have As long as the Throne of Thorns is infused with power from the Yonderworld,
the elven prince show up in Symbar, it could be he it is impossible to destroy or even damage it. The link to the power node can
who takes his seat on the throne, when the battle only be broken from the other side, and it is not possible to use rituals such
against other pretenders is over and the dust has as Dimension Walk to follow the link to the source – those who initiate such
settled. Eneáno is not well; he is fickle, impulsive and a ritual will be blight-born, same as if they had sat upon the seat.
often finds it hard to take the real world seriously. The latter also prevents any attempt to move the Throne of Thorns. It
On a whim, he may decide to try out the legendary was possible while it was covered in Rosáe, but without the thorns it cannot
high seat; he walks casually up to the throne and be touched with tools or manipulated with mystical powers (e.g. Levitate).
sits down before anyone has time to protest. If the Doing so would immediately cause an individual to be filled by a sudden
Game Master wants to give the player characters a wave of overwhelming corruption.
chance to stop him, an in-depth description is found
under The Elven Prince on page 222.

213
214
SYMBAR 8
Abilities Berserker (master), Exceptionally makes it fatal to anyone foolish enough to try
Quick (master), Exceptionally and tap into it.
Resolute (master), Exception- If the players cannot figure it out by themselves,
ally Strong (master), Iron Fist a successful Cunning test with a mystical tradition
(master), Man-at-Arms (master),
or Witchsight can tell them that the plants had some
Natural Warrior (master), Rune
Tattoo** (master), Steadfast
kind of suppressing or filtering function, and that
(master) the throne is exceptionally dangerous without them.
Weapons, Claws 22/20 (long), two attacks
Strong at the same target, plus 1D8 tem- Logbook: The logbook in Castle Thorn’s library
porary corruption per damaging only covers matters related to the order’s internal
hit affairs, or more specifically, things that took place
Armor Tough blight skin 7, +6 for Robust within the rounded walls of the castle – as a kind
and Berserker, regenerates 5 of account of daily activities. The book which the
Toughness per turn player characters (or others) may find contains entries
Defense –2 from seventy-three days, one page per day. Apart
from the excerpt below, its entries cover everything
Toughness 54 Pain Threshold 9
from humorous to serious events of purely curious
Shadow A black sun blazing in the
interest – salt cellars dropped into the evening soup,
blackness of space (thoroughly
corrupt)
training sessions with hopelessly inept initiates, the
ailments and deaths of elderly members, etcetera.
Tactics: The Throne Beast does not use tac-
The tome in question is not even half full, ending
tics per se, but it does have several tools in its
arsenal. It prefers to use its claws for attacks on page seventy-three out of three hundred. The final
and free attacks (the latter with one attack entry was written by the Librarian after the discov-
per target, damage 20). If badly injured by a ery of the high priestess’ theft and departure, but
mystic or ranged warrior, the monster uses before it was reported to the city’s worldly authorities
its grappling tongue and tries to devour the (also see handout on page 230). A translation by
person, or at least drag the enemy into melee
someone with Loremaster (master) reads as follows:
range. Finally, opponents must watch out for
its death struggles, which are just as danger-
ous as its regular attacks. Year 8–34, phase 9, day 43
Today it is all over. The honorable Othelia has lost her
* Due to its immense size, the creature’s grap-
pling tongue is twice as long, with a range of up to mind, fallen from High Priestess to traitor overnight.
four movement actions. And she is not alone. Everyone who tended the thorns,
** Always active on all levels, since the creature is who knew the secret of Rosáe, has left us. But not before
thoroughly corrupt they poisoned the high seat’s Rosáe and stole every seed
and sapling. The seat of Symbar is ruined, Symbar is
ruined, Symbar is doomed.
Investigations In the morning we found Sem, hand of the high priest-
The priests of Dakothnic were ascetics, especially ess, poisoned but not dead, only dying. The interrogation
during the last fifty years of Symbar, when the took her life, for nothing. She was howling about the
effects of mankind’s rapacious greed became as south; pleading for understanding and forgiveness. And
frightening as they were obvious. Hence, there is when we thought she was breaking, she too lost her mind.
not much for the player characters to find in terms She cried and sobbed and whimpered, moaning incom-
of treasure or information. Some conclusions can prehensibly; it sounded like “linda” or “lindra,” over and
be drawn from the mere sight of, and interaction over and over. Not a word about the enemy, the elves.
with, the Throne of Thorns; there is also a logbook The Staff Masters are on their way to the emperor
in the ruined library which may be of interest. But with a full report. Soon it will be over. Everything.
even more important is the set of copper chimes
located in a corner of what was once the quarters The Chimes: In the final year of Symbar, High
of the last high priest… Priestess Othelia and Emperor Symbar conspired
behind the backs of other authorities. They told no
The Throne of Thorns: Even at first sight, the one, neither the emperor’s advisor nor Othelia’s
throne looks different than depicted – it is not order, for fear that their plans would start an
covered in vegetation. Touching or sitting on it uprising among the aristocracy and the clergy, as
should prove that the legendary high seat really is well as the populace. They rarely had a chance to
a source of great power, but also that said power meet and talk; instead they had two trusted servants

215
smuggle copper cylinders back and forth between Must they live? If you are discovered or captured, all is
them, belonging to a small set of chimes, on which lost. We would die, and the world with us.
they carved messages in tiny cuneiform signs.
The chimes’ broken stand and cylinders are They shall live. And they trust me. I will bring them
practically all that remain in what used to be the with me when I go, and tell them the truth once we are
high priestess’ private bed chamber (see map on safe. But where should we go? The enemy?
page 207). Finding the patinated items is easy, but
noticing that they are worth a closer look requires No, not the elves. Devious. Vicious. One of the southern
a successful Vigilant test. clans, who are still free. I know little about them; only
A person with the Alchemy ability can make the military strengths/weaknesses.
You can find the transla- symbols legible by heating the cylinders and washing
tion on page 231 in this them with chemicals to get rid of the patina. It then There is a people. The Lindarians. Nomads obeying the
book and on takes Loremaster (master) and a successful Cunning laws of Ambal Seba. Worship a god called the Guardian.
freeleaguepublishing.com test to read the messages. If the player characters Encamped south of Garavarax’s cliff.
succeed at this, the person with Loremaster is even-
tually able to translate the texts and compile them as Very well. Leave at once, with Rosáe. The elves are
follows (also see handout on page 231): advancing, and the giant has called the exalted to arms.
Travel carefully, slowly, safely.
No choice. I have lost control, as the people have lost
both discipline and faith in me. You must do it. Now. You can come with me. We can hide together.

I understand, really. But I am not alone. There are No, never. My fathers and I brought us here. It is my
twelves of us who nurture Rosáe and know its secret. responsibility. The debt must be paid. No more words.
Dare we tell them all? Farewell.

Special Events
Symbar is a vast and varied adventure land- Kohinoor, or the Iron Pact, whose scouts have spot-
scape, full of ruins to explore, creatures to ted columns of smoke from the caravan’s morning
encounter, and competitors to fight or collaborate or evening fires.
with. On page 141 we have already presented a The caravan consists of half a dozen covered
handful of suggested scenes that can take place in wagons that have fought their way through northern
Symbar and its vicinity, which the Game Master Davokar. Most of the escort has been killed, but there
may insert when appropriate or use as inspi- are still too many able-bodied clan warriors for the
ration for coming up with new challenges. The player characters (or other hunting parties) to dare
events presented below, on the other hand, are attack without allies – for example: one Commander,
directly connected to the other hunting parties three Squad Leaders, and thirty Warriors.
and what they might get up to over the course Stopping the caravan from resupplying the
of the adventure. Sovereign troops (which is in every hunting par-
As usual the Game Master should adjust the ty’s interest) is not the only reason to attack; if
events according to the gaming group’s preferences successful, the participants will be able to replenish
and play style. Remember that everything described their own supplies with dried/smoked meat, sweet
below can be excluded from the adventure without jams/marmalades, and not least the clan folks’
it affecting the story at large; the events can add version of waybread. The player characters can
drama and in several cases a sense of grandeur, grab enough for their whole group’s journey home
but are by no means indispensable. if they attack with one ally. With two allied groups
the supplies will cover 75% of their needs, and with
The Caravan three allies 50%.
Shortly after the player characters arrive in Symbar We suggest that the noise and blood from the
they learn that a caravan full of supplies is on its battle awakens one of the many blight-born mon-
way to the main camp of the Sovereign’s Oath. strosities slumbering beneath the dry soil of the
It is closing in on the dead area where the final battlefield. Exactly when the monster bursts out
battle of Symbar raged the hottest, west of the root of the ground is up to the Game Master, but it may
cover, between the fault scarp and the water. The be particularly effective if it happens just as the
information could come from the Witches, House battle appears to be won.

216
SYMBAR 8
As for the battle at large, the guideline is (as Tactics: Meshuggax starts by spitting a web at
always) that the player characters’ part of the oncoming melee fighters. Then it leaps at lightly
fight should be less challenging the more allies armored targets to sink its acidic jaws into their
they have on their side, and that their success or warm flesh.
failure determines the outcome of the battle as a
whole. With one ally the player characters must
take on the Commander, one Squad Leader, and ten The Survivor
Warriors; with two allies, the Commander and five Roughly eight months before the player charac-
Warriors; with three allies they can leave everyone ters’ arrival in Symbar, a group of independent
but the Commander to their allies. explorers accomplished the same feat, led by the
adventurous noble Erad Erast. They arrived from
Meshuggax the east along the waters in the north, and were
The spider Meshuggax fought alongside the elves thus (un)lucky enough to come across Castle Thorn
against the hordes of Symbar, slaying more than relatively quickly. Sidril’s warning was ignored,
a hundred enemies before it was surrounded by kindly but firmly, and soon there were cheers and
a group of mystics who showered it with a wave laughter as the group found what they assumed to
of dark energy. Meshuggax was blight-born and be the legendary Throne of Thorns. But the jubilant
started slaughtering indiscriminately, no longer atmosphere immediately died out when Erad Erast
capable of distinguishing between friend and foe. placed himself on the throne.
It was the Iron Pact’s mystics who lulled it to sleep The group fought the abomination and with
and lowered it into the soil, and there it has slum- Sidril’s help they managed to defeat it. But every-
bered until now, when the fetters of the Keepers one died, except for the guide Asirial who fled
are losing their power. immediately after their leader was blight-born.
As an abomination, Meshuggax is larger and Thanks to her wilderness expertise she has
more robust than she was in life, as large as the car- managed to survive in the area, moving between
avan wagon. She has retained her spider form, but different caves and caverns, always careful to
lost all of her hair, so that her body is now covered stay out of sight. But she has not been able to
by a shiny black shell with horn-like outgrowths shake off the terror. Something broke inside her
at all joints. when her beloved Erad transformed before her
eyes, something that will never be whole again,
something that has left her apathetic and unable
Manner Skitters eagerly to communicate. Except in her dreams…
The Game Master can let the player characters
Race Abomination (spider)
run into the changeling Asirial on their travels east
Resistance Mighty
or south of Symbar, or maybe she has been found
Traits Acidic Attack (III), Acidic Blood by another group who is holding her prisoner? We
(III), Armored (III), Leap (III, recommend the latter: that she has been captured
page 102), Natural Weapon (II),
by the Knights of Dead Prios, and that the Witches
Regeneration (III), Robust (III),
Sturdy (III), Web (III) or House Kohinoor have heard about it from an infil-
trator or a scout. The player characters are offered
Accurate 13 (–3), Cunning 10 (0), Discreet 5 (+5),
the mission of rescuing the woman in exchange
Persuasive 9 (+1), Quick 15 (–5), Resolute 11 (–1),
Strong 10 (0), Vigilant 7 (+3) for a favor or direct payment – a mission whose
challenge should require negotiation or stealthy
Abilities Berserker (master), Natural War-
rior (master)
maneuvers rather than combat.
If the player characters get hold of Asirial she
Weapons, Two bites 15/11, plus acid 5 for
seems to be in good physical health, but when they
Accurate 5 turns
try to question her it turns out that she neither
Armor Shell 4, +6 for Robust and Ber-
makes eye contact nor answers when spoken to.
serker, regenerates 4 Toughness
They may of course subject her to the Telepathic
per turn
Interrogation ritual, but in that case they are limited
Defense –1
to yes/no questions and she will become absolutely
Toughness 30 Pain Threshold 5 frantic if she realizes what is going on, even risking
Shadow Shiny black like the creature’s hurting herself in order to escape.
shell (thoroughly corrupt) To obtain the information the changeling has
to offer, the player characters must wait until she

217
falls asleep. She talks in her sleep every night, but 230 in the Core Rulebook) and are equal in number to
usually in the form of senseless gibberish mixed the player characters, adding to the Warriors and
with her lover’s name: “Erad, Erad, no Erad, no!” Pathfinders (see page 159) of Agramai’s expedition.
However, the following fragments can be picked Rules for ceremonies in general and Mass
up – all in one night or spread out over several Resurrection in particular are described in both
nights, depending on what the Game Master thinks Yndaros – The Darkest Star and the Game Master’s
is appropriate: Guide. The player characters’ challenge will be to
abort the ceremony before it is completed, which
“Erad, no, back away! Don’t sit down! Don’t!” requires that they take out its Officiant (Agramai)
“Not you, it’s not you! No, Erad, stop. STOP! or enough of its participants that they fail to satisfy
Don’t eat me.” the required minimum: one Officiant and three
“We didn’t listen, we didn’t obey. Our fault. My participants. When this is done the danger is over;
fault. Erad, oh Erad…” if the characters fail, however, their future in Symbar
“RUN! No, not like that, not like that! Not the will be very difficult.
darkness, don’t grow, don’t become hunger and death
and jaws…” Obstacles on the Way
The Game Master can split the challenge into the fol-
As mentioned earlier, Asirial can be used as a last lowing steps, based on the assumption that the player
resort if the player characters cannot find Castle characters arrive at the ritual site just as the ceremony
Thorn any other way. Perhaps she hears them dis- is nearing completion. Table 35 shows what the outcome
cuss their precarious situation; perhaps the mem- of the ceremony will be depending on how quickly the
ories catch up to her, particularly the thought that player characters and their allies manage to abort it.
someone may have survived the battle against the The countdown starts when the characters make the
abomination. If so, she grabs one of them without success test for Obstacle 1, for themselves or for an ally
warning, pointing north, moaning “Erad slaughters! acting as an advance party/diversion.
The throne, Erad, there!” If she is quickly handed a
sketch map of the area, she can even point out the Obstacle 1: A network of tripwires connected to
exact location of Castle Thorn, before slipping into bells has been set up in a semi-circle roughly fifty
apathy again. meters from the edge of the cliff where the cere-
mony is taking place. It takes a successful [Vigilant
The Army of the Damned –3] test to notice the wire – on success it is easily
Three or four days after the player characters’ avoided; on failure the silence is broken by the shrill
arrival in Symbar (or whenever the Game Master tinkling of a bell.
deems appropriate) there may be reason to return
to the battlefield mentioned under the Caravan Obstacle 2: pc number of dragouls are posted in
header. Agramai Kalfas is determined to claim a semi-circle thirty meters from the ceremonial
Symbar for himself, and for that he needs an army. circle. If one is attacked the others come charging;
As a sorcerer with access to a ceremonial codex for they move at a rate of 20 meters per turn, which
Mass Resurrection, everything he needs lies buried means that all but two will reach the characters on
beneath the earth of the old battlefield. the second turn of combat. Note that if the player
Information on what is about to happen can characters have triggered the alarm, the dragouls
once again come from the scouts of the Witches are forewarned and ready to face the intruders.
or House Kohinoor – they have learned that the
“independent treasure hunters” led by Agramai are Obstacle 3: The group’s remaining warriors and
preparing a complex ritual, possibly a ceremony, pathfinders have orders not to leave their posts right
at the northern edge of the upper plateau, with a next to the ceremonial circle. They are standing in two
view of the plain. Perhaps they have also noticed lines around the vast thicket of trees that has been
that the group has been reinforced by barbarian partially cleared to make room for the ceremonial site
warriors (i.e. raised undead)!? and protects their southern side, the warriors on the
What has happened is that the Sacred of the outside and the pathfinders on the inside.
Old Blood have, for the past few days, distanced
themselves from their previous allies and increased Outcomes and Effects
their numbers with the Raise Undead ritual, per- First and foremost, regardless of the outcome,
formed on corpses from the mass grave left by the Agramai and any other surviving cultists will try
Sovereign’s Oath. These have stats as Dragoul (page to escape down two ropes hanging over the edge

218
SYMBAR 8
w

sw

Nw
X

N
X

Se
Ne

0 25 m
X Y

X
Y

X Y
1

Y
X

1. Ceremony Circle
X X. Tripwires
Y. Dragouls

of the cliff. The precipice is roughly twenty meters attacking everything and everyone who is not
deep and it only takes one turn to slide down to the under the Prince’s protection.
ground. A player character who passes a Quick test Half effect means that the Prince only controls
and deals 5 damage or more with a cutting weapon half of the hundreds of undead rising from the
can sever one of the ropes before the climbers ground; combat breaks out, and when the dust
have made it down. The fall inflicts 1d10 damage. settles the sorcerer has far from an entire army
Alternatively, the characters may of course climb to command – enough to besiege and later storm the
after them, but that would be a bad idea if the Imperial Palace, but not to dominate the entire city.
ceremony reached at least half effect – Agramai Should the player characters fail completely,
Kalfas wraps himself in the Stone Cloak of Alial, and so that the ceremony has full effect, the Prince
soon the ground below is swarming with undead, suddenly commands an army of over 2000 undead

Table 35: Outcome of the Ceremony


The ceremony is Outcome Effect
aborted by…
Turn 5 or earlier Failure The ceremony is aborted, but the place where it is performed suffers one side-effect
Turn 6–8 Late failure The Ceremony is aborted, but the site where it is performed and the targeted area
suffer one side-effect each (same or different)
Turn 9–11 Half effect The Ceremony results in what the description refers to as a Half Effect; between one and
two side-effects afflict the site where it is performed and the area where the effect occurs
Turn 12 or later Full effect The Ceremony results in what the description refers to as the Full Effect; between
one and three side-effects afflict the site where it is performed and the area where
the effect occurs

219
warriors who follow his every order. Perhaps he Midnight recently arrived in Symbar and was
uses 500 of these to take over the Imperial Palace, immediately drawn to what remains of the city’s
before posting ten hundred-man patrols in strategic once soaring library spire – mainly because of the
locations up on the root blanket, with orders to kill artifact known as Vaesar’s Gift, which is built into
anything in sight. Finally, he divides the remaining the seventeenth floor, now the uppermost level of
500 warriors into ten hunting parties with the the spire, fourteen stories above the root blanket.
task of searching the lands east, south and west It was the priests of Vaesar who operated the
of Symbar for threats. library, built in the form of a tall tower to emphasize
The player characters’ continued adventure in that knowledge, and ultimately wisdom, never comes
the city has suddenly become much more dangerous. easily. Their collection was organized so that the most
Perhaps they can negotiate with the Prince and make advanced and intellectually demanding works were
him believe that they are at his service in the search kept at the top – understanding them took decades of
for the Throne of Thorns? Otherwise they will have to schooling, but reaching them also required consid-
sneak through the city, mostly on the ground beneath erable physical effort, or great patience.
the root cover, where darkness reigns… Vaesar’s Gift was used for rituals in which the
entire priesthood participated, initiates and masters
Midnight in Symbar alike, often in front of a crowd of spectators. The arti-
If the gaming group’s escapades during the adven- fact is cemented into the floor on the seventeenth level,
ture Wrath of the Warden ended with the characters which is designed as an amphitheater with galleries
seeing the “exalted” Erlaber Ambreagos fly north running all around. The purpose of the rituals was of
from Thistle Hold, it may be time for another course to demonstrate the basic doctrine of Vaesar:
encounter with the abomination Midnight. After that morality and sentiments must never stand in the
rampaging around in the darker parts of Davokar, way of the pursuit of knowledge and enlightenment.

sw
Nw
S

6
N
Se

Ne

0 10 m 5

4 3 4

LEVEL 14
1. Balcony
2. Vaesar's Gift
3. Stairwell
4. Gallery
5. Stone Benches
6. Preparation Room 1

220
SYMBAR 8
The Library Spire fragments of Erlaber Ambreagos still linger in its
The Spire of Vaesar was once over one hundred and being. In life the inquisitive sorcerer would have
fifty meters tall, but the top two thirds have long done anything to get his hands on such an artifact,
At the Foot of
since collapsed. Seventeen stories remain, connected and he would not have hesitated to use it. the Tower
by a spiral staircase that runs all the way up through Since then Midnight has spent his days hunting Some of the barbarians
the tower’s center, with a diameter of fifty meters at Sovereign warriors; between three and four of Midnight caught and
ground level and forty meters at the top. them have been brought to the spire every day, intends to sacrifice have
Inside there is nothing left. The round floors are and had their arms and legs broken to stop them committed suicide by
divided into everything from large halls to small from escaping. A couple of times a day someone crawling to the balcony
alcoves, but there are no furnishings or any books has been sacrificed to satisfy the hunger of the and hauling themselves
remaining. The reason for this is that the priesthood’s stone and the abomination, so even though a few over the railing; others
leadership had their disciples destroy everything have dropped dead or hauled themselves over have died from internal
once it was clear that the enemy was at the gates the railing, the number of prisoners has grown. bleeding and therefore
– burning all books and parchment, melting down When the player characters become aware of the been thrown out by the
all engraved tablets, and breaking everything made abomination’s existence, six battered and terrified abomination. And then
of stone. The texts could be reproduced if Symbar individuals are held prisoner by Midnight – most there are Midnight’s vic-
managed to hold its ground, but they simply could of them belonging to the Sovereign’s Oath, but a tims, who after the blood-
not risk their “exalted knowledge and profound insights” few from other hunting parties as well. letting have been hurled
falling into the hands of the enemy. The player characters could see one of their own over the railing. This
The tower is still stable and has many entrances, companions being dragged away screaming by the has left twelve mangled
in the form of a doorless opening at ground level abomination, or maybe the mere sight of their old corpses lying on the root
and numerous windows on each f loor, some of enemy makes them want to finish the battle that cover below the balcony,
them level with the root blanket. Once inside, the started in Thistle Hold. Lastly, it is possible that half of them drained of
characters can go up via the spiral staircase; parts of some other faction will ask the player characters to blood, while two of the
it have eroded, but the missing steps can be jumped help them free one of their members – for example others have been partially
over by a person with Acrobatics or a successful Iasogoi Brigo, the Reformist or the Witches. In the devoured. There are also
Quick test. But on the sixteenth floor the staircase latter case, the player characters should of course a handful of holes in the
comes to a dead end, as Midnight has used a huge make sure to demand a sizable favor in return! root blanket, where falling
boulder to block the opening to the upper floor, with bodies have crashed
the hope of trapping its future victims. Midnight through thinner roots on
The boulder can be smashed, of course, but Over three meters tall, wiry and covered in a coat their way to the ground.
not without Midnight noticing what is going on. of gray, hairy scales. The head and face resembles
Another option is to climb along the facade, toward that of a bat, but with the mandible jaws of a spi-
the balcony – ideally when the abomination is der and curved goat’s horn reaching down to the
out hunting. No success test is required from shoulders. The last thing that happens before the
characters with the Acrobatics ability, but with- creature attacks is that it unfolds a set of huge,
out it the climber must pass a Vigilant test on the leathery wings.
way up to avoid placing weight on a loose stone.
It is also possible to use a grappling hook, if the
characters have access to one (Accurate to make
Manner Pure rage
it catch). When someone has gotten up there, a
rope can be used to help the others, with no need Race Abomination

for success tests. Resistance Mighty


Traits Armored (III), Corrupting Attack
Midnight (II), Natural Weapon (II), Regener-
When Midnight arrived in Symbar, the Sovereign’s ation (II), Robust (III), Wings (III)
Oath was already there. Midnight grabbed a war- Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
rior with its claws and flew away to feast in peace. Persuasive 7 (+3), Quick 11 (−1), Resolute 13 (−3),
Whether it was chance that made the creature land Strong 18 (−8), Vigilant 10 (0)
on the top balcony of the library spire or whether it Abilities Berserker (master), Exceptionally
really felt drawn to the place is not important – what Strong (master), Natural Warrior
matters is that it dragged the barbarian inside and (adept), Steadfast (master)
tore him to shreds right next to Vaesar’s Gift. It is Weapons Claws, two attacks at the same
hard to say why the abomination found the rush of Accurate target 14/10, +3 in temporary
clear thinking so satisfying, but probably because corruption

221
to travel very long through Dark Davokar to reach
their destination.
Vaesar’s Gift, artifact Presented below are three suggestions on how
Prince Eneáno can add a sense of grandeur to the
Vaesar’s Gift looks like a shimmering black pumice stone, roughly the size adventure location. However, the Game Master
of a huddled child and irregular in shape. Its origin is shrouded in mystery, is free to come up with something else or exclude
but in Symbarian times it was said that the stone belonged to the high the ailing prince completely. The same goes for the
priest of Vaesar and came to this world on the crown ship Saroklaw. Tech- player characters’ role in these scenes. Eneáno is
nically it has only one power, but one that can be used by anyone without unlikely to engage in conversation; at most he might
first having to bind oneself to the stone. acknowledge the characters’ presence with a glance
If someone performs a blood sacrifice of a cultural being and lets and a brief smile, like a human who sees a cute pet
the blood flow over, and sink into, the stone, that person becomes ex- but has more important things to do. The text below
tremely clear-headed during the following scene – he or she gains +10 is written as if the player characters are spectators
Cunning and is thus endowed with a superhuman ability to see connec- rather than active participants – something the
tions and draw conclusions about the effects of complicated systems Game Master is free to change if so desired.
with interconnected factors. The price for this wisdom is 1D6 points of
temporary corruption. The Last Stand of the Prince: The elves can show
Although it takes a bit of effort, the stone can be broken loose from up when the player characters are in the company
the floor and hauled back to civilization. Like other artifacts it should be of the Witches or the Keepers, at the edge of the
worth 1000+1D1000 thaler, if the player characters find the right buyer root cover or under it, visiting the adventure
for such a blood-soaked treasure. location around the Mother Tree. Yeleta and/or
Ardil walks up to greet the prince with a short
“Eneáno,” but the newcomers’ leader does not
seem to care.
Looking around, his eyes grow darker with
Armor Leathery hide 10 every breath, his face twisting in a grimace of
Defense +3 hatred and disgust. Finally he utters a few words
Toughness 18 Pain Threshold 9
in Elvish (can be understood by someone with
Loremaster at adept level): “The Keepers of Symbar
Equipment None
have failed. The blackness is unbearable. Must be
Shadow The deepest black, a light- cleansed. Now!” After a brief pause he takes a few
consuming stain on the night
determined strides forward, adding: “Daughters,
sky. (thoroughly corrupt)
sons, the battle is upon us. Win or rest, win or die!”
Tactics: Midnight’s hatred drives it forward He picks up the pace and the autumn elves fall
without concerns; all that matters are death and
in behind him; soon they are running, charging
destruction.
silently at the awakened darkness of Symbaroum.
Should the player characters go with them,
Yeleta and/or Ardil will try to stop them, kindly
The Elven Prince but firmly. If asked why, their answer is some-
Prince Eneáno’s time is almost up. Elori, the elves’ thing like: “It is for the best. The prince’s time has
former envoy in Yndaros and one of the Reformists’ passed; let him meet the end he desires.”
advisors, is currently undergoing his third hiber- The twenty-five elves comprise an extremely
nation, and when he re-emerges as a winter elf capable fighting force, but against the endless
he will be ready to take over as the leader of the darkness of Symbar they will fall, one by one,
increasingly weakened Iron Pact. In light of this, and the area they cleared of abominations and
it seems only fair to let the ancient elf prince go out undead will be darkened within a few hours after
in a blaze of glory! their departure. Eventually Eneáno dies as well,
For several weeks the Keepers have been begging in futile battle against a giant blight beast.
and pleading for reinforcements from the Halls
of a Thousand Tears. The Game Master decides The Prince to the Rescue: Prince Eneáno can be
when these reinforcements arrive and how many used as a Deus Ex Machina (see page 195 in the
troops they bring along – remember that the Core Rulebook) and come to rescue the player
gatekeeper Ka’eroan has some control over where characters during a seemingly unwinnable bat-
in the forest the Halls’ entrances and exits lead, tle. It can happen during a random encounter
which means that the reinforcements do not have under Davokar’s root cover or during one of the

222
SYMBAR 8
encounters described in conjunction with the
adventure locations – for example the battle
against the exalted managaals at the Haman
Dakh’s ziggurat. They come out of nowhere: two dozen
Whenever it occurs, the elf prince sweeps
in with two of his daughters and wipes out towering autumn elves in snow-white
the player characters’ enemy in a couple of
turns. They look as described above, except
robes, armed with spears, with dark eyes
that their robes have become bloody and dirty
(the prince has sustained a bleeding cut over
and stern faces. Leading the V-formation
his right eye and cheek). No success tests are is an even taller figure, almost three meters
required; the Game Master can handle their
contribution to the battle on the basis that a) from his naked feet to his clean-shaven
their attacks hit and deal damage, and b) they
themselves are hit but take less damage than head, wearing the same simple robe, but
they should, as if they are blessed with some
form of mystical protection. with fire burning in his gaze.
Once the enemy is vanquished, the prince
stops for a moment, only long enough to look
the characters quickly in the eyes. No smile, no
greeting, as if he is just checking whether they
should be killed as well. Then the three elves what looks like a fake smile, teeth bared. Rumor
disappear in a suitable direction, on their way has it that he is insane, and judging by the expres-
to the next battle. sion on his face, it may be true…
Everyone present lowers their eyes and bows
The Black Coronation of the Prince: It could their heads in reverence, silently waiting for him
be tempting to introduce Prince Eneáno at the to speak, as Eneáno steps up onto the podium,
final stage of the adventure, when the player where he stops and turns to face those gathered.
characters and their allies have won the battle His face softens into a smile that now looks per-
for the Throne of Thorns. He enters the hall, fectly genuine, and the eyes wandering between
alone and unarmed, and it is easy to assume that the throne’s defenders are warm and heartfelt.
he has come to honor the victors – at least that He opens his mouth as if to speak… But
is what Yeleta, Ardil and/or Sarvola believes if changes his mind. After a quick glance across
they are present. his shoulder at the legendary high seat, his mouth
The prince seems relaxed, at least in terms of opens anew. Not a word. Instead he takes two
his body language. His face is harder to read; the quick steps back, and before anyone has time to
eyes are wide open, f licking back and forth and react with more than a squeal he takes his place
unable settle on anything; the lips are locked in on the Throne of Thorns…

The Prince and the Siraphs


As already mentioned, Prince Eneáno can use the winter elves in the Halls of a Thousand Tears to take
control of changelings located in Symbar, and is thus able to monitor the situation on the ground. It could
be Iasogoi’s partner Orlandor, who in that case is suffering from recurring “memory lapses” and some-
times his eyes become fixed on the player characters and what is happening around him.
If one of the player characters is a changeling, it could be that person who is used by the elves. How it
works and how it is portrayed is for the Game Master to decide, with the following reminder:
Technically, Create Siraph feels and works like the Possess ritual, except that no [Resolute←Resolute]
test is required for it to take effect. Another exception is that the control can last indefinitely, provided that
the host is given enough time to rest.

223
Aftermath
This final chapter offers tips and guidelines regarding the time
after Mother of Darkness, up until the start of the fifth episode of
the Throne of Thorns. First we address the immediate aftermath
of the expedition to Symbar, followed by a section describing the
game world’s development at large and what the player characters
might get up to while awaiting the next major challenge – the
journey to the dead land of Alberetor and its equally blighted
neighbor, Lyastra. Our hope is that the chapter’s contents will be
useful to players who want (or have) to create a new character,
by giving them an idea of how to connect the new character’s
backstory and properties to the overarching story.

The Journey Home


There is really no reason why the journey back Insights
from Symbar should be easier or less dangerous During their investigations in Symbar the player
than it was to get there. Quite the opposite, in fact, characters can uncover a great deal of informa-
as the player characters are probably encumbered tion relevant to future episodes of the chronicle.
with items they have found and exhausted from While the knowledge about Symbaroum’s history
having spent more than a month in the depths is important, it is the information concerning the
of the forest. Throne of Thorns and the Order of Dakothnic that
After a few paragraphs summarizing the matters most. A summary of what the characters
knowledge and insights the player characters should carry with them on their journey home,
have gained from Mother of Darkness, this section apart from treasures and fresh scars, is as follows:
offers a number of suggestions regarding the
journey home to Ambria. No matter what state ◆◆ The Throne of Thorns is not a myth; it is very
the characters are in as they leave Symbar and real and clearly linked to a source of immense
its dangerous shadows behind, they will of course power, probably based in the place where
encounter new and somewhat different dangers mankind set off on its journey to The First
on their travels… Realm and Asbarast.

224
AFTERMATH 9

◆◆ The throne is destroyed, or at least unusable in its not become a problem later on. The next episode Hardly even the gold
current state; its coat of vegetation (called Rosáe) of the chronicle will not assume that the player and other finds in the
is needed to dampen or channel the power, and it characters have been to Symbar, or that they carry backpacks can make
was stolen by the guardians and defenders of the knowledge or items from the ruined city. the journey home
throne: the Priesthood of Dakothnic. endurable.
◆◆ Leading representatives of the Order of Homeward
Dakothnic fled south with their knowledge and How the journey back plays out depends entirely on
the stolen seeds. The player characters may what has happened during the characters’ time in
also know enough to link their destination to Symbar – perhaps they can prepare for the journey
the Lindarian people and then make further in peace, buy they could just as well be forced to
connections to the city state of Lindaros. leave the ruined city in a hurry, running for their
lives. Either way, the journey south should not be
Even if your players fail to piece together the too dangerous or eventful, as many players can
insights above, you can rest assured that it will find it exhausting or even boring if their player

225
characters are forced to endure further hardships stay hidden for long, at least if they happen to
before they can relax. And there is actually one be in (or passing through) one of the country’s
factor that makes such a development plausible: border settlements.
the river Malgomor. Once they have been recognized as adventu-
The snow is still melting in the northern rers returning from Symbar, whether amid a
parts of the Ravens, its runoff making the river triumphant procession’s return to Thistle Hold
f low swift and fresh. The player characters or accidentally at one of Kastor’s grubby taverns,
may be able to build their own rafts, or maybe they should expect to be ridiculously famous
band together with other handy survivors who for a long time to come. People are staring whe-
want company on the journey south, or a witch rever they go, they are invited to storytelling
who knows the Quick Growth ritual. If any of nights everywhere, at simple beer halls, nobles’
their companions arrived together with House mansions and Ordo Magica’s chapter towers.
Kohinoor’s expedition, there is yet another There will be bidding wars over every single
possibility – that one or a few of the riverboats curiosity they claim to have found in Symbar,
Ralgai’s hunting party dragged upstream and and a never-ending stream of artists will be
made sure to hide are still there, perhaps in a lining up to produce a chronicle of their travels,
ruin near the place where the tributary of the set music to their experiences, paint them in
volcano converges with the Malgomor. their “authentic” travel outfits, or gauge their
The Game Master should prepare two or three tastes to create a special menu of treasure hun-
challenges for the journey. Why not let some aqu- ters’ delights.
atic monstrosity attack the characters’ vessel Depending on how things turned out for
during the first leg, with the risk of them losing House Kohinoor, the Black Cloaks, and the
some of their hard-earned treasures? Perhaps a Reformists, the player characters might also
second challenge will occur as they are poling catch the eye of these powerful factions. The
through, or spending the night at, the Black Pitch Queen’s representatives will try to make sure
Mire? If the player characters are traveling with that they do not recount any experiences or
company, one of the challenges might arise when observations that might lead others to the rui-
their fellow travelers run off with some priceless ned city or that could harm House Kohinoor in
item, or even attack/poison them in order to take general – first with f lattery and bribes, then
all the credit and riches for themselves. with increasingly serious coercive measures.
The Reformists, on the other hand, will want
Homecoming them to do the opposite – to vilify the Queen’s
The player characters could try to sneak back into expedition members, or at least paint them as
Ambria. But if they are known to have been part ruthlessly greedy in their quest for domination
of an expedition to Symbar, it will be difficult to over the legendary heart of Davokar.

Developments
Regardless of what does or does not happen ◆ Prince Eneáno dies, leaving the door open
during the player characters’ stay in Symbar, for someone else to assume leadership of the
life goes on in the rest of the world. Sure, what Iron Pact.
happens in the shade of the root cover may well
affect future developments, and the Game Master Symbar & the Iron Pact
might have to make adjustments to what is des- When Elori rises as a winter elf he feels summo-
cribed below, as it is written with the following ned to the Halls of a Thousand Tears, where he is
premise in mind: crowned Prince Elori. He manages to gather and
unite the Iron Pact – the war against humanity
◆ By the end of the adventure, no faction has cannot be won with weapons; forces of good
established dominance over Symbar. must be supported, and Symbar must be kept
◆ The Weaver, Valarai-Aia, is saved from her in slumber. Guarding the ruined city becomes
tormentor and slowly re-establishes the the top priority of the Ironsworn – it remains
fetters that protect Symbar. under strict taboo!
◆ Sarvola survives and eventually heads back Meanwhile, Symbar is changing. The emperor
to Ravenia; the same goes for Yeleta, who and a growing number of spirits continue to cle-
returns to Karvosti. anse and restore the city; rebuilding what was

226
AFTERMATH 9
destroyed and lulling the corruption back to sleep, is weak, cowardly, and losing her grip; the spe-
slowly pushing the darkness away, upon which culations about her true identity are rekindled.
Valarai-Aia adjusts her pattern so that the root Instead, many turn to the Sun Church, incre-
cover starts to recede. asingly dominated by the Reformists. Korinthia
responds by invading Templewall and bring-
The Sovereign’s Oath ing Prios Domain under the crown’s control.
Razameaman and the Blood-Daughter receive a Realizing that it will not go down well, many
report of what has happened. They make further nobles condemn this act, but none more loudly
attempts with smaller expeditions, but are repelled and forcefully than her own nephew – Duke
by the Iron Pact and soon decide to focus on gaining Ynedar, called the Crown Duke by his followers
control of Davokar before making another serious and a growing section of the population. By the
attempt at taking Symbar. start of the chronicle’s next episode, Ambria is
Late in the summer, the armies of the Sovereign’s in the midst of civil war.
Oath march south once again and conquer Karvosti Korinthia finds herself under increasing
after hard-fought battles against the High Chieftain’s pressure, and in her desperation she concludes
alliance. The Blood-Daughter proclaims herself as that the Throne of Thorns is her only chance at
the Exile Empress of Symbaroum, and thousands of redemption.
slaves begin work on fortifying the cliff and raising
a new stronghold after tearing the old one down. The The Sun Church
Witches seal themselves in the mountain along with The Queen’s actions are causing more and more
a group of surviving wrathguards. sun priests, theurgs and Black Cloaks to join the
Reformists and the older interpretation of Prios. In
The Queen & Ambria the autumn, Brother Eumenos declares that he has
Queen Korinthia’s popularity wanes even more allowed himself to be “led astray by the Prios of War”
when word gets out that she failed to reach and steps down as head of the Twilight Monastery in
the Throne of Thorns – a rumor fueled by the the Titans. Shortly thereafter Anabela Argona resi-
Reformists. The situation deteriorates further gns as well, whereupon Father Sarvola is elevated to
when she decides to secure her hold on Ambria the position of First Father – with the official blessing
instead of honoring her alliance with the High of Queen Korinthia and Crown Duke Ynedar, who
Chieftain in the battle of Karvosti: they say she are both hoping for the reformed Curia’s support.

What Comes Next?


According to the proposed timeline, the next However, the gaming group is free to change this,
adventure will take place in the autumn of year should they want their characters to progress faster
22 after the Victory, which should mean that the or more slowly than that.
player characters have at least a couple of months
to kill before it is time to take on the fifth episode of Professions
the chronicle. After a section on the distribution of Many of the professions described in the Advanced
Experience and a few words about possible entries into Player’s Guide are represented in Symbar, from
Professions, we present a number of ways to keep the Ironsworn to Templar and Queen’s Spy. But for there
characters busy in the wake of Mother of Darkness. to be someone who can serve as a teacher to intere-
sted player characters they must not only survive,
Experience but also regard the characters as friends and allies.
For each scene that contains at least one challenge, the This makes it difficult to predict what career paths
player characters will have earned one (1) Experience. will open up; the Game Master and the players must
The Game Master has the power to decide what counts together decide what is reasonable, based on the
as a scene, which becomes something of a challenge developments around the gaming table.
in itself due to the open structure of this scenario. We
recommend that a protocol be established early on, The Price of Fame
whereby either the Game Master or one of the players There could of course be one or several minor scena-
records the scenes the player character experience rios about situations that arise because of the player
over the course of the adventure. characters’ status as famous explorers of Symbar.
As a rough estimate, each player character Celebrity is not always an advantage, particularly in
should earn between 60 and 80 Experience. a place like Ambria where fortune hunters are held

227
in high esteem, and especially when one’s fame is The Thorns of the Throne
rooted in the legendary Symbar – strongly symbolic Ordo Magica has actually already dug up a great
and supposedly brimming with priceless treasures. deal of information about the Order of Dakothnic,
Here are a couple of more specific suggestions on the Throne of Thorns, and the mystically cultivated
things that might befall the player characters: thorny plant which the Symbarians called Rosáe.
The sources that could confirm that High Priestess
◆◆ A Count, Baron or some other noble desires Othelia’s descendants co-founded Lindaros and that
the riches of Symbar and spends a small for- the Order of Dakothnic continued to exist were mostly
tune recruiting sellswords, bounty hunters unearthed during Master Marbela’s excavation
and assassins for the purpose of kidnapping beneath Old Kadizar, particularly in the chamber
one of the player characters or someone who next to Emperor Symbar’s crypt (see Yndaros – The
accompanied them on their journey. The goal Darkest Star, page 148).
is of course to force this person to reveal the But these sources have yet to be analyzed and as
exact location of Symbar. a result of Ordo Magica’s internal disorder, caused
◆ A notorious band of robbers concludes that by political conflicts in the realm and (possibly)
raiding the player characters’ presumed the death of former Grand Master Seldonio, the
treasure trove might be more profitable than chests of material from Marbela’s excavation
attacking merchant caravans and riverboats. have gone missing. They were first shipped to
They start by rummaging through a home, the order’s headquarters in Agrella, but ended up
headquarters or the equivalent, where they in the hands of an ill-fated robber band who did
find something the characters want to take not stand a chance when the intended recipient
back. And they do not stop there, but proceed managed to track the chests to their camp. But the
to target friends, relatives and others, all in recipient, the archmage Elionara Yellowcat, had
an effort to convince the characters to give barely laid eyes on them before she was visited by
them access to “the great treasure trove.” the Royal Sekretorium with a requisition order
signed by Her Royal Highness, Queen Korinthia
The War Begins of House Kohinoor.
Considering that the player characters can actually Player characters who are familiar with the
be allied with any of the game world’s factions, it is excavations can personally contact Ordo Magica
difficult to predict exactly how the coming civil war and ask about finds relating to Symbar, the Throne
will affect them. But needless to say, their friends of Thorns and the Order of Dakothnic, but it could
and allies will require assistance in these uncertain also be Marbela or one of her adepts who asks
and difficult times, even before the real fighting them to find the politically sensitive material (the
breaks out. Here are some generally applicable master herself does not want to risk displeasing
suggestions on missions the player characters can other senior colleagues).
receive or initiate themselves: The exact structure of such a scenario is for
the Game Master to decide, but it should end
◆◆ Murdering, imprisoning or kidnapping key with the player characters reaching the end of
members of an enemy faction. It could be a the road – they do not find what they seek, but
military strategist, a beloved figurehead, or know with absolute certainty that the items
someone with information that could harm are in the hands of the Queen and/or the Royal
the player characters’ allies. Sekretorium, which of course is publicly denied
◆◆ Razing an important enemy stronghold. It by everyone involved.
could be a noble’s castle, a military fort or a
series of secret spy outposts. To Alberetor
◆◆ Sabotaging the enemy’s stockpiles of wea- At some point in early autumn, before the snow
pons, supplies or war machines. The items closes the passes of the Titans, it is time to prepare
could be found on board a convoy of river- for the next episode of The Throne of Thorns. The
boats or a caravan following the highroads, or player characters will be offered several reasons
behind the thick walls of a fortress. to leave the civil war-ridden Ambria in favor of the
◆◆ Conspiring and planting false information to sow blight-stricken south; there they will face a host of
discord between the main enemy and its allies. challenges, as well as lots of shocking insights and
◆◆ Seeking out a handful of Dukes or Counts who several important discoveries.
must be persuaded to sign a document pledging It is safe to say that the hunt to unlock the power
loyalty to the characters’ allies/quest giver. of the Throne of Thorns is far from over!

228
APPENDIX

229
230
231
232
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Nw
sw

N
S

Ne
Se
e
0 300 600 900 1200 1500 m

233
N

234
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235
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236
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237
Heartfelt thanks to the Emperors!
Rolf Boehm, Gavin Call, Claus Bo Christensen, Justin Crowther, Derek Eschweiler, Benjamin Fabian,
Viktor Falck, Mattiaz Fredriksson, Harry J J Gardner, Andrew Hurley, Máté Jegenyés, Christer
Malmberg, Andrzej Miszkurka, Edgardo A Montes Rosa, Jeff Scifert, Chase Street, Christian
Trondman, Cato Vandrare, Matthew Wallace, Mikael Åkesson

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238
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Øyvind Wiestad

239
Dark
Davokar

Wild
Davokar

Bright
Davokar
240
Yet anothe r leaf
fell into his hand,
fiery yellow with a rust-red rim. Ardil regarded it without feeling anything at all. The torrent of
hate, sorrow and dread he suffered when he first noticed the shift had subsided, leaving him in a
state beyond hope, beyond despair.
A tortured cry cut through the morning haze, made him turn his gaze to the south. It didn’t sound
like one of the newly awakened dead, or one of the otherworldly creatures haunting the ruined city
below. A human? He knew they were coming, hungering for the riches of Symbar, too greedy to be
stopped by warnings or threats. He let the leaf fall, nocked an arrow and started moving towards the
source of the cry.
For a millennium, the Dark Watch had managed to keep the darkness fettered in peaceful slumber.
But that was before the humans of the south came fleeing across the mountains, before they entered the
woods hunting for more. And if Ardil’s guess was correct, they had now reached the heart of the forest,
where the perpetual summer had shifted to autumn, and the fetters were losing their strength. Where
darkness had already awakened.

We wish you a warm welcome to the deadly depths of Davokar. This fourth episode in the Chronicle
of the Throne of Thorns does not only feature the adventure Mother of Darkness; it also provides
rules for you to stage your own expeditions to the wilder and darker parts of the forest. With this
book as your guide, the time is finally here to embark on the journey of every fortune-hunter and
explorer’s dreams, to the place the witches call “the Mother of All Darkness.” To Symbar.

FEATURED CONTENT
◆◆ The adventure Mother of Darkness, where the player ◆◆ A chapter for the Game Master, introducing the older
characters get a chance to explore the ruined city of history of the Davokar region and describing develop-
Symbar. If they survive the journey… ments within and between the game world’s factions.
◆◆ A traveler’s journal written by the explorer Vidina, ◆◆ Rules and guidelines for expeditions into Davokar, to
meant to be read by both players and the Game Master. be used in order to design or randomly create thrilling
◆◆ Two freestanding ruins with color maps, which may treasure hunts and journeys of exploration.
be explored as stand-alone adventure landscapes or ◆◆ A chapter with rules for new traits, artifacts, creatu-
encountered during the journey to Symbar. res and an expanded version of the Bushcraft boon.

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