Ruins of Symbaroum Rulebook Set (Player’s Guide, Gamemaster’s Guide, Bestiary), hardback roleplaying game
“The acclaimed setting of Symbaroum has enticed and fascinated fans of tabletop roleplaying games since the launch of the game in 2016. Now this dark and mysterious world welcomes an even wider audience, with the production of a Player’s Guide, Gamemaster’s Guide and Bestiary adapted for 5E, published under the Open Gaming License. Note that you will need the core 5E rulebooks to fully enjoy Ruins of Symbaroum.
The rich and nuanced Symbaroum setting revolves around the Ambrians – a civilization that two decades ago were forced to flee their ancestral soil after a devastating war. Their new and promised land borders on the vast forest of Davokar, covering the remnants of the Empire of Symbaroum which fell into ruin hundreds of years ago. Brimming with natural resources and mythical treasures, the forest calls out to the Ambrians to be explored and plundered, but the road into its depths lays far from open. Not only are the shadows beneath the foliage fraught with danger, monsters and infectious Corruption; there are also the elves of the Iron Pact who have vowed to die to keep anyone from disturbing the ruins of old, warning that the ancient evil of Symbaroum stirs in its sleep.
Now you can join in the adventure! Seek out the barbarian clans to trade or to plunder their treasuries; establish a base of power among princes, guilds, or rebellious refugees in the capital city of Yndaros; survive encounters with trolls, dark-minded beasts, and undead warlords. But always remember the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the horrors of Davokar are about to awaken!
Aside from the base core rules referenced in the 5E OGL, the Ruins of Symbaroum Player’s Guide contains everything you need to create characters and set out to explore the world of Symbaroum. We provide this information in five major sections: an introduction to the setting, new rules for gameplay, new character origins, new character classes and feats, and a set of resources (equipment, spells, etcetera) for making characters and for use during play.
To emphasize the dark fantasy nature of the setting, new rules for traveling and rests, social challenges, and magic are introduced. Regarding magic, wielders of mystical powers cannot avoid being affected by the ever-present threat of Corruption — the gathering of darkness to each character’s Shadow which, if left untended, can manifest as terrible physical transformations and even the eventual loss of the character entirely, as Corruption consumes them mentally and physically.
Aside from familiar folks such as humans, elves, and dwarves, the Symbaroum game world lets you create PCs and NPCs who are changelings, ogres, goblins, trolls and even a particular form of undead. Also, the more recognizable folks differ quite radically from what you would expect – for instance, in Symbaroum the elves (rather than orcs, trolls, or similar) could be described as the default enemy of adventurers and explorers.
The Ruins of Symbaroum Player’s Guide presents the classes Captain, Hunter, Mystic, Scoundrel and Warrior – each with between four and seven different approaches (called Subclasses in the 5E OGL rules), and all of them with customized features up to the 20th level. The captain class is something special, as its members have the capability to command and train others, to improve the fighting ability of a group as a whole.
The Ruins of Symbaroum Gamemaster’s Guide provides tools and guidelines for running the game, developing the setting and creating your own adventures. The content may be summarized as follows:
- Gamemaster’s Rules – on Ability Checks, Combat and Challenge Ratings, Time Within the Game, and Shadow and Corruption.
- The Setting – describes three settlements central to the setting: Thistle Hold, the town of explorers and treasure hunters; Yndaros, the capital city of the kingdom of Ambria; and Karvosti, the cliff of the barbarian High Chieftain deep inside the forest of Davokar.
- Building Game Worlds – guidelines on how to understand and develop the specific game world of Symbaroum.
- Adventures and Landscapes – instructions on creating adventures and adventure landscapes where the PCs dictate the course and outcome of the story.
- Chronicles – tips on how to design an adventure chronicle (also called campaign or adventure path) set in the world of Symbaroum.
- Magical Items and Artifacts – a huge number of mystical artifacts that all come with ready-made adventure hooks, as well as guidelines on how to create mystical artifacts of your own.
The Ruins of Symbaroum Bestiary is in most respects a reflection of the award-winning Symbaroum Monster Codex, but with stats and rules adapted for 5E – the difference being that it also includes the monsters and adversaries featured in the Symbaroum Core Rulebook.
Hordes of Eternal Night
- Twenty-seven original creatures that haunt, roam and wreak havoc on the world of Symbaroum.
- Each creature come with full colour art, lore, an adventure Set-up and between one and four variants with different stat blocks
Beasts & Monsters
- Approximately sixty creatures presented with shorter descriptions and stat blocks
- Sorted into categories, such as Abominations, Predators, Spiders, Undead and Winged Creatures
- Approximately seventy types of cultural beings presented with shorter descriptions and stat blocks
- Sorted into categories, such as Champions of Prios, Elves, Outcasts, People of Davokar, Townsfolk and Trolls”