Every name, place, and concept in the world of Symbaroum
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People who accumulated too much corruption and transformed into unique monsters. Each was once someone with a name.
Western Ambrian settlement. Agricultural heartland and home to Ordo Magica's High Chapterhouse.
The dead kingdom south of the Titans. Former Ambrian homeland, devastated by the Great War against the Dark Lords.
Commander of the Templars. Leads the armed wing of the Sun Church.
The young kingdom built by Alberetorian refugees north of the Titans. Seven duchies, twenty-one years old, expanding relentlessly.
Civilized human refugees from Alberetor. Hierarchical, expansionist, devoted to Prios.
Ancient Huldra whose poetry and warnings about corruption are still quoted centuries later.
Indigenous human clans of Davokar. Stewards of the land, bound by oral tradition and clan loyalty.
Field Marshal of Ambria. Commands the kingdom's military forces. Veteran of the Great War.
Animals mutated beyond recognition by Davokar's corruption. More numerous and aggressive in recent years.
The sunlit outskirts of the forest. Relatively safe but still home to predators and ruins.
Fey-touched beings left in place of stolen human children. Shapeshifters distrusted by society.
The dominant religion of Ambria. Worships the sun god Prios. Immense political and military power.
Western plains clan. Known for trade and diplomacy with Ambrians.
Northern forest clan. The most isolated and dangerous. Worship the serpent god Uron. Allied with a lindworm.
Northern forest clan. Known for deep forest knowledge and ancient traditions.
The lost 13th clan. Exterminated by Ambria in 10 YD. Their chieftain was executed in Yndaros.
The lost 12th clan. Assimilated into Ambrian society after the fall of Kadizar. No longer exists as a distinct people.
Northern forest clan. Mystical and reclusive.
Southern forest clan closest to Ambrian territory. Most contact with the settlers.
Northern forest clan. Fierce warriors with a reputation for aggression.
Western plains clan. Horse riders and nomads of the open grasslands.
Southern forest clan. Navigates between Ambrian influence and clan loyalty.
Southern forest clan. Maintains traditional ways despite Ambrian proximity.
Master of the Ordo Magica chapter. Maintains balance between magical study and containment.
A physical, measurable force. Every spell cast, every artifact touched, every step deeper into Davokar leaves a mark on the soul.
The point at which corruption becomes permanent. Calculated from proficiency bonus and spellcasting modifier.
The innermost forest where time feels unstable. Actively murderous. Corruption seeps from the land itself.
Necromantic overlords who commanded undead legions. Destroyed Alberetor before being defeated by Queen Korinthia.
The endless ancient forest north of Ambria. Divided into Bright, Wild, and Dark Davokar. Grave of the Symbaroum empire.
Guard Captain of Thistle Hold. Maintains order on the lawless frontier.
The Living Saint. A revered figure within the Church of Prios.
Common undead animated by ambient corruption. Mindless but drawn to the living with relentless hunger.
Duchess of Narudun. Known as "Starfall" for her beauty and ruthlessness. Controls key trade routes.
Queen Korinthia's uncle. Bitter, ambitious, exiled to the remote Duchy of New Beretoria. Believes the throne should have been his.
Son of Korinthia's brother Korian. Governs a region known for peaceful barbarian relations and fire oil extraction.
Soulless exiles. Corruption reduces their HP directly. Cling to craftsmanship and grudges.
Immortal guardians of Davokar. Carry the scars of Symbaroum's fall. Slow to act, decisive when they do.
Master of Ordo Magica. Influential figure in the order's internal politics.
Required permit to enter Davokar legally. Costs 5 thaler from Thistle Hold authorities.
First Father of Thistle Hold. Field priest overseeing the Church's frontier operations.
Called "The Heretic." Priest in Thistle Hold who has seen Davokar's truth and struggles with doctrine.
Commander of the Pansar detachment. Elite heavy infantry loyal to the Crown.
Short-lived survivors. Age rapidly. Clever, adaptive, deeply pragmatic. Drawn toward Davokar.
A legendary lindworm allied with Clan Gaoia. Massive, ancient, and territorial.
Mysterious figure connected to Ordo Magica. Pursues forbidden research.
The royal family of Ambria. Queen Korinthia and five of six dukes are Kohinoors.
Ancient alliance of elves, barbarian witches, and others devoted to keeping Davokar's secrets buried.
Swift pack hunters that roam Davokar's outskirts. Cooperative and relentless.
First Father of the Sun Church. Most powerful religious figure in Ambria. Knows Prios's light may be fading.
Barbarian settlement conquered by Ambrians in Year 0. Became the foundation of Yndaros.
Sacred cliff-top meeting place of the barbarian clans. Where the High Chieftain and witches hold council.
Sorcerer who devised the Triptych — the three-part model of reality. Burned to death in Kadizar around Year -24.
Large lake on whose shores Yndaros was built. Connected by rivers to other provinces.
Mayor of Thistle Hold. Controls the frontier economy. Allied with whoever serves his interests.
Ancient barbarian city-state that once stood where Yndaros is now. Destroyed by plague ~300 years ago.
Massive ancient wyrms dwelling in the deepest forest. Some clans worship them.
Legate to the Queen at Karvosti. Descendant of the barbarian chief who surrendered Kadizar.
Former adventurer. Independent power broker in the Symbaroum setting.
Hairless pack-hunting felines with poisonous bites. Stalk silently through Bright Davokar.
The Autumn Elf. An elven figure of significance within the Iron Pact.
Ruin city deep in Davokar. One of the most significant Symbaroum ruins ever discovered.
Solitary remnants of something older than history. Massive, slow to trust, devastating when roused.
The wizard order. Studies, regulates, and licenses magic within Ambria. Internal politics are deadly.
Elite heavy infantry of Ambria. The Crown's most feared military force.
Senior member of the Church of Prios hierarchy in Yndaros.
The Sun God. The One. Giver of Laws. Dominant deity of Ambria. His light may be fading.
Ruler of Ambria. Wears a porcelain mask to hide scars from Dark Lord captivity. Built a nation from refugee columns in twenty-one years.
Chieftain of Clan Gaoia. Leader of the most isolated and dangerous northern forest clan.
Trolls driven mad by corruption. Enormous, violent, nearly unstoppable.
The 5th Edition adaptation of the Symbaroum setting by Free League Publishing. The game this site covers.
GrandMaster of Ordo Magica. The order's highest authority on magical matters.
An ethereal aura visible to those with Shadow-sight. Reveals a creature's nature and corruption level through color.
A gray, barren land of ashes and lost spirits bordering Eternity. One part of the Triptych.
The Queen's Legate in Thistle Hold. Represents Crown interests on the frontier.
Legendary capital of the fallen Symbaroum empire. Never found. Every treasure hunter's ultimate prize.
Knights of the Dying Sun. Armed wing of the Church of Prios. Holy warriors who hunt corruption.
Fortified religious settlement. The Church of Prios maintains its strongest presence here.
Primary currency of Ambria. One thaler buys a decent meal and a night at a basic inn.
High Chieftain of the barbarian clans. Struggles to unite against Ambria without triggering unwinnable war.
The devastating conflict (~21 years ago) between Alberetor and the Dark Lords that destroyed the old kingdom.
Military order guarding Ambria's border with Davokar. Enforce expedition permits, rescue lost explorers.
Massive mountain range separating Ambria from blighted Alberetor. The Twilight Monastery guards the main pass.
Katrandama's three-part model of reality: Physical World, Spirit World, and Yonderworld.
Vast subterranean realm beneath Davokar. Ancient tunnels, buried cities, and things that never see sunlight.
Frontier town at Davokar's edge. Gateway for treasure hunters, mystics, and fools. The site is named after it.
Transformed goblins who form a unified society. Value strength and craftsmanship. Ancient runic traditions.
The Black Cloaks. Church intelligence, witch hunters, and secret enforcers. Operate from the Twilight Monastery.
Revenants — people who died and returned. Consume raw flesh to heal. Corruption reduces their max HP.
The middle depths. Ancient ruins surface here. Travel requires experienced guides. Corruption accumulates over time.
Ancient spirits bound to locations deep in Davokar. Disturbing them invites catastrophe.
Cursed dead city in Davokar. Haunted by wraiths and dragouls. "Do not linger in that accursed place."
The Huldra — supreme witch of the barbarian clans. Tharaban's advisor, keeper of deep secrets. She evaluates everyone.
Capital of Ambria. ~100,000 people. Built atop the ruins of ancient Lindaros on the shores of Lake Doudram.
A mist-shrouded wasteland where nature itself IS corruption. Home of Blight Spawns and ancient horrors.