The Young Gods

I made a post on reddit a long while ago, here, trying to predict the unreleased gods (at the time, there were only six). With the release of Howling of Damned Gods as a pdf, more of the Pantheon has been fleshed out. Our list of gods is as follows: Prios; god of life, hearthfire,…

Mystic Powers, Traditions, and Corruption

With the vast multitude of options made available to players in dealing with corruption, the real threat of corruption has all but disappeared at the tables I play at. Namely, abilities like strong gift, and the relative ease of access to adept levels of traditions are particularly strong at reducing the threat of corruption. Players…

2 Years of Symbaroum *Blog*

Its been a long time since I posted last, and part of that time I've taken a hiatus from the game. Symbaroum is beautiful- the art, the player-centric design, and especially the lore as it's published. It has a major shortcoming with rules though. To put it simply, there is very little apparent thought put…

Followers *Homebrew*

After some extensive play time, I've become discontent with the followers available, especially in the core rulebook. Between the flaming servant, familiar, patron saint, and enslave rituals, you're left with a whole lot of potentially flavorful, but ultimately bland followers. Because of this, we've been playing with the following rules for the past few months:…

Alchemy *Homebrew*

Alchemy. The alchemist needs space and the proper tools to perform their arts. This means a private room as well as alchemical gear. The room can be one found at an inn, with 1 hour of set up time, or it can be a permanent structure dedicated to the alchemist's tools. The alchemical gear costs…

Sailing *Homebrew*

By water, the distance from Kurun to Jakaar is about 190km. The river is about 120km of that distance. All of the following rules are based on the time it takes to travel this distance. You may sail for 14 hours/day. This is assuming that you will be stopping for the night to rest, giving…