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==Races== *'''Humans''': Humans are the primary focus of Symbaroum's setting. They come in two flavors, the Ambrians who fled their homelands under their queen, Korinthia, to move north into the ruins of Lindaros, and the barbarian tribes, ruled by their chieftains and led by their witches. And actually, the Advanced Player's Guide brings up a third type of human: the Abducted. *'''Elves''': The elves of Davokar are the wild antithesis of the newly arrived Ambrians. Seen on the surface as the primary antagonists of the setting, they are actually the members of an ancient order known as the Iron Pact, who keep the evil that slumbers beneath the forest roots from awakening. *'''Changelings''': Outcasts and pariahs later in life, the changelings are the work of the elves who swap them for human children in the crib. *'''Dwarves''': Unlike the typical bearded, poorly-accented tabletop fare, Dwarves in Symbaroum are depicted as being very similar to humans. Dwarves are, however, the remnants of an ancient servitor race, molded and bound to this world by the sorcerers who first enslaved them. *'''Goblins''': Raucous, fiery-tempered and playful, goblins form strange, swarming ghettos on the fringes of Davokar. Though not especially liked, they have been largely integrated into humanity, working at all the hard, dirty, noisome jobs that need doing, but which humans don't like. What few humans know, and maybe even the goblins don't know, is that they are actually the larval stage of the trolls and ogres; at some point after their twentieth year, goblins inevitably drift away silently into the forest, there to seek a place to cocoon themselves. *'''Ogres''': Hulking, powerful yet placid and docile by temperament, ogres are a strange mutant offshoot of trolls. For whatever reason, sometimes a goblin's pupation goes wrong and it emerges as a deformed trollkin that lacks the instinct to head deep into the earth. Those that survive wander out of the forest and are snapped up by those individuals who seek use in their strength. Ogre numbers are increasing, and none know why. *'''Trolls''': Living in caverns deep below the forest, trolls keep to themselves. Their numbers are relatively few; they do not breed, leaving such carnal activity for their goblin stage, but the majority of goblins who live to the age of pupation either perish in their cocoons or hatch on the surface and became feral beasts known as "Rage Trolls". Only a select few are found by scouts from the Abyss and brought down into the underworld to become civilized trolls. Troll society is a vicious meritocracy, further pushed into brutality by its belief in education and enlightenment coming only through physical and spiritual challenge. A trollish idiom: ''"If I break you, our people grow weaker; if I let you get off lightly, you grow weaker."'' *'''Undead''': None know why it is that some humans die and then return from their graves, awake and conscious, but slowly decaying as the forces of Corruption consume their physical forms. Still, the undead exist, and not all are evil.
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