Orlan
Rogue / Thief ยท Level 3
Shadow: Dull copper with green speckles of oxidation.Attributes
Skills & Saves
Weapons & Combat Maneuvers
Features & Abilities
On your turn, you can take one additional action on top of your regular action.
When hit by an attack roll, use your reaction to gain temporary hit points equal to 2d4 + 3 (2/rest).
Use reaction to take a blow meant for another creature within 5 feet.
Hold the Line: Creatures provoke opportunity attacks from you when they move 5 feet or more while within your reach. If hit, their speed becomes 0.
๐ Quick Reference Guide
Rules & Mechanics for Ruins of Symbaroum 5E
Core D&D 5E Rules
Whenever you attempt an action with a chance of failure, roll a d20, add modifiers, and compare to Target Number (DC) or Armor Class (AC).
Ability Check: Rolling to actively do something (Survival check to track, Athletics to climb).
Saving Throw: Reacting/avoiding bad effects.
Attack Roll: Swings or spell strikes to hit armor class.
Short Rest (1 hr): Spend Hit Dice to recover HP. Reduce Temporary Corruption by Proficiency Bonus (PB). Can spend 1 HD to reduce Temp Corruption by PB again.
Long Rest (8 hrs): Regain half spent HD and recover HP. Reduce Temp Corruption by twice your PB.
Extended Rest (24 hrs): Requires a safe location (e.g. Thistle Hold). Recover all HP, HD, and reduce Temp Corruption to 0.
Symbaroum Specifics
Mystics gain Temporary Corruption when casting any spell. Anyone gains Permanent Corruption by attuning to shadow-bound relics or artifacts. Temporary corruption fades after resting, but permanent corruption remains forever.
If your total Corruption (Temp + Permanent) ever exceeds your Threshold, you must make a DC 15 Charisma save. Failure inflicts a physical Mark of Corruption. Exceeding it entirely turns you into a Blight Beast!
Every living creature possesses a Shadow. Normal forest beasts have bright colors, and civilized folk have metallic shades. Corruption taints your shadow, turning it dark, blighted, and eventually pitch black.
๐ฒ Setting Dossier: World of Symbaroum
Primordial Davokar Forest & Ambrian Empires
The Great Migration
Twenty years ago, humanity fled the southern kingdom of Alberetor after wars with Dark Lords left it a corrupted wasteland. Conquering native barbarian clans, they established Ambria, a structured kingdom seeking resources to rebuild.
Davokar Forest: Dominating the north, this primeval forest is filled with ancient ruins, corrupted blight monsters, and lost gold. Outer edges are safe, but deep forest hosts deadly secrets.
Forces & Factions
Church of Prios: The Sun God faction claiming Prios is dying and humanity must tame the wilds to heal him. Uses fanatical Twilight Friars and Sun Knights.
Ordo Magica: Prominent wizard guild researching relics from ancient empires like Symbaroum.
Iron Pact: Ancient alliance of elves protecting the forest's dark seals, punishing intruders who delve too deep.
โ๏ธ The Amber Chains Campaign
Syndicates & Sanctuaries of Thistle Hold
Sanctuary of the Cast Aside
The party serves Lady Vilma Sarenya within her pleasure house, The Amber Chains, in Thistle Hold. It serves as a luxurious escape, but is also a hub for illegal relic trafficking and dark information brokering.
Lady Vilma protects her crew, but in return she expects absolute obedience. Once you enter her garden, the Amber Chains has a way of keeping hold. Now and then, a "flower" must complete a dangerous task in the dark forest.
Roles in the House
- The Flowers: Performers and dancers attracting Thistle Hold's elite.
- Velvet Blades: Silent security keeping order in the pits.
- Chamber Witches: Mystics concocting healing elixirs for explorers.
- Secret Keepers: Informants logging debts and blackmail secrets.