THE UNDERWORLD DESCENT: The troll civilization beneath DavokarDavokar
The endless ancient forest north of Ambria. Divided into Bright, Wild, and Dark Davokar. Grave of the Symbaroum empire.
Read more → dwells in the Abyss—the Underworld—where AroaletaAroaleta
Ancient Huldra whose poetry and warnings about corruption are still quoted centuries later.
Read more → wrote that 'there thrive implings and the bone pale; there the blight grows on rocky walls and abominable shells; there the weepers walk in the Halls of a Thousand Tears, round and round a well about to overflow.' A civilized troll approaches the party with an offer: guide them into the upper reaches of the Underworld to recover an artifact stolen a thousand years ago. The payment is knowledge of passages that connect to SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →oum's deepest ruins. The risk is that the Underworld's pools of malice—birthplaces of abominations—have been growing, and what was safe a century ago may now be territory contested by things that crawl from darkness.
THE STONE SHIPS: Beyond the Ravens mountains to the east, explorers have found stone ships stranded in what appears to be desert—vessels of impossible size carved from single blocks of stone, bearing inscriptions in no known language. The discovery suggests a First Empire older than SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →oum, possibly connected to the origins of Symbolism—the magical tradition born beyond the Ravens. Chieftain Zoltar the Old of the Vajvod, whose territory borders the eastern approaches, has agreed to grant passage—but the Azure Temple's Symbolists want to accompany any expedition, and their yearly Rune Meets have produced theories about the stone ships that range from scholarly to heretical.
The deeper you go, the more the forest changes — not just the landscape, but you.
THE SAAR-KAHN FORTRESS: Clan Saar-KahnClan Saar-Kahn
Northern forest clan. Fierce warriors with a reputation for aggression.
Read more → maintains self-imposed isolation around an ancient fortress, speaking a guttural language barely comprehensible to other clans. They worship the Blood-Daughter and regard themselves as the true heirs of SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →. Chieftain Razameaman blames periodic raids on 'rebellious separatists'—a claim no one believes. What lies inside their fortress? Are they truly connected to SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →oum's legacy? Do they know the route to SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →? An Ordo MagicaOrdo Magica
The wizard order. Studies, regulates, and licenses magic within Ambria. Internal politics are deadly.
Read more → scholar believes the Saar-Kahn fortress IS a SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →oum structure, never fully abandoned. If true, it would be the only continuously inhabited ruin from the fallen empire—and whatever the Saar-Kahn have guarded for a thousand years would rewrite everything scholars believe about the collapse.
KÜAM ZAMOK: The dwarven realm in the mountains, whose inhabitants are 'totally indifferent to humans.' The exiled noble families in YndarosYndaros
Capital of Ambria. ~100,000 people. Built atop the ruins of ancient Lindaros on the shores of Lake Doudram.
Read more → have never returned—not because they can't find it, but because whatever drove them out still rules there. What happened in Küam Zamok? What revolution cast out the ruling elite? And what are the dwarves who remained building in their mountain halls, deaf to the conflicts of the surface world? A dwarven PC with the Dreams of Doom background may be drawn to investigate. The Merotzak family in Thistle HoldThistle Hold
Frontier town at Davokar's edge. Gateway for treasure hunters, mystics, and fools. The site is named after it.
Read more → might have maps—for a price.
JERAK'S SINKHOLE: A massive collapse in Wild DavokarWild Davokar
The middle depths. Ancient ruins surface here. Travel requires experienced guides. Corruption accumulates over time.
Read more → has revealed structures extending downward for hundreds of feet. The architecture matches neither SymbarSymbar
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Read more →oum, barbarian, nor any known human construction. Preliminary exploration found chambers carved from living rock, corridors wide enough for creatures far larger than humans, and a persistent low vibration that explorers describe as 'the earth breathing.' Rangers sealed the site after two members of the survey team began speaking in an unknown language. Something is coming up through the sinkhole. The vibration is getting stronger.