
Approximate time to read: 3 minutes.
A lot of the Symbaroum feel derives from the atmospheric backdrop. Ambria lies sandwiched between the unsettling and corrupted darkness of Davokar to the north and the ruined and blighted homelands of Alberetor to the south. At face value, these territories both have natural barriers and borderland that mean common traveller have plenty of warning—the bright outskirts of Davokar and the chilly heights of the Titans—but the threat simmers and boils with such fervor that their very presence can be unsettling.
The pressing anomalies both north and south of civilisation should provide a mood-setting device for your gaming and throw up strange obstacles and reminders that all is not what it seems. In this regard, the weather and common travel encounters can cast reminders.
Ambrian Weather
While the lands of Ambria generally benefit from mild to cool seasons, frequent rainfall and occasional fogs that creep down from the forest edge, the impact of Davokar and the blighted landscape of Alberetor create strangeness. You can roll 2d6 once per day of overland travel or whenever you’re tracking conditions. Weather affects visibility, comfort, movement, and may carry mystical undertones. Unlike Davokar or Alberetor, the weather here is less overtly hostile—but has the potential to be a little off.
If you feel the need to emphasize the locality, adjust the throw of the dice. Where the party travels close to the Titans, you can opt to roll 1d8+1. If close to Davokar, you can opt to roll 1d8+4.
2d6 | Weather Condition | Description/Gameplay Effect |
---|---|---|
2 | Biting Hailstorm | Sharp ice batters the land for hours. 1D4 Toughness damage if exposed. Movement slowed (effectively -5 km per day) and “Death” rate not possible. Mystics attempting manifestations of their powers in the hailstorm roll Concentration (p 130) at -1. |
3 | Bright Sky, Long Shadows | Clear light casts harsh contrast. Vigilant checks –1. Ideal for archery (+1). |
4 | Winds from the Peaks | Cold mountain air drops temperatures. Tests involving steady hands or warmth suffer –1. |
5 | Storm-laced Twilight | A short but fierce storm ends the day. Lightning over distant ruins. Roll with favor on Vigilant checks at night (heightened senses). |
6 | Sudden Shower | Rain comes without warning. Fire sources doused. Initiative rolls –1 if ambushed (except where a character possesses Sixth Sense at Adept level or above). |
7 | Mild & Overcast | A normal, grey day. Travel unaffected. Characters feel vaguely uneasy. No effect. |
8 | Unsettling Calm | No birdsong. No wind. Just silence. All Vigilant checks +1. Gain 1 temporary Corruption if within sight of Davokar. |
9 | Steady Cold Rain | Soaking wet. Tents and cloaks needed. If the party persists in travelling, make a Strong roll every 3 hours – or part thereof – to avoid fatigue and the loss of 1 Toughness. |
10 | Forest-Borne Breeze | Wind carries Davokar scents—sap, rot, whispering. Resolute checks –1 when within sight of Davokar. |
11 | Thick River Fog | Banks of mist roll in from the north. Vigilant rolls or checks to avoid ambush –1. Navigation or tracking at –1. |
12 | Gilded Dawn, Crimson Dusk | The day begins and ends with an eerie glow. Mystics gain +1 to Resolute test when manifesting mystical powers or rituals, but also increases temporary Corruption suffered by +1. |
You can choose to introduce the strange weather from the start of the adventure or the next scene, or trigger the change 1d6+1 hours after the dawn. The weather conditions persist for 1d6 hours. If you roll 6, roll again and add—continuing to add and roll over until you don’t roll a 6.
By and large, Abilities won’t help the characters avoid poor weather, but they might help find shelter—with Bushcraft—or handle low visibility—with Sixth Sense. Of Boons, Augur, Pathfinder and Telltale might prove valuable, respectively: perceiving the oncoming changes; finding the way; and hearing folk wisdom about changing weather conditions.
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