Rite of Passage
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An adventure for Symbaroum
by David South & Mitchell Wallace
Rite of Passage
Written by David South & Mitchell Wallace
Illustrated by Nicolas Arnold
Editing & Layout by Isak Ström
Rite of Passage is a fan-made adventure for the roleplaying game
Symbaroum by Fria Ligan.
This work was originally submitted to the Symbaroum Community
Adventure Writing Contest 2019 organized by Samuel Modig, Isak
Ström, and Paul Baldowski. Find the other entries at OrdoMagica.com
This product was created under license. Symbaroum and its logo,
are trademarks of Fria Ligan AB.
This work contains material that is copyright Fria Ligan AB and/or
other authors. Such material is used with permission under the
Community Content Agreement for Free League Workshop.
All other original material in this work is copyright 2019 by
David South and Mitchell Wallace and published under the
Community Content Agreement for Free League Workshop.
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Rite of Passage is a campaign-starter adventure that focuses on
the wilds of Davokar and the society that inhabits it; the barbari- WRATH GUARD
ans. Characters are young villagers, completing three sacred trials Race Human (Barbarian)
as they become adults. In contrast to other Symbaroum adventures,
Resistance Challenging
the players get to view Davokar from a new, non-Ambrian perspec-
tive. This is a low-combat scenario that ends near Thistle Hold to Traits Bushcraft
easily transition into other published Symbaroum adventures. GMs
Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0), Persu-
are encouraged to review barbarian lore (page 27-28) to better reflect asive 7 (+3), Quick 13 (-3), Resolute 9 (+1), Strong 15 (-5),
their cultures and worldview. Vigilant 11 (-1)
Abilities Iron Fist (master), Man-at-arms
CREATING CHARACTERS (adept), Two-handed force (master)
Players should create barbarian characters, choosing a clan. Other
races can be chosen, but Ambrians would be the most inappropri- Weapons Double-axe 11 (deep impact)
ate. If players want to use another race, the GM should discuss with Strong
the player about why exactly their character is participating in these Armor Scalemail 4 (impending)
sacred barbarian trials; strong ties with a barbarian clan are crucial.
Defense -3
Characters start with only the most basic of equipment, tattered
clothes and camping materials. Weapons and armor will be provided Toughness 15 Pain Threshold 8
throughout the adventure in a meaningful way, characters should Equipment A wooden or metal beaker, wooden
not begin with them. figurines (the clan’s spirit guardian).
Stone for sharpening axe. 1d10 shillings.
Shadow Dark moss colored with hints of hazel.
(corruption 0)
Tactics: These warriors lead by example and will die for
the ones in their charge.
TRIBUTE CEREMONY
The Rite of Passage begins at sunset in Godinja on the spring equinox
where the characters and their families have arrived for the initial
ceremony. Conversations cease as a tall bearded man in a long bear-
skin cloak stands up, introducing himself as High Chieftain Tharaban
(page 27). He begins to speak: “All those who seek to undergo the
Rite of Passage step forward. Today begins a sacred ritual, one that
unifies the barbarian clans. At the bonfire ceremony in Karvosti, you
will become an adult. Now starts the journey to show your families,
villages, and yourself that you are strong, you are capable, you are a
barbarian! Tell us your name, and your clan.”
Tharaban then calls forth three wrath guards who will accom-
pany the characters through Davokar as trial-givers and protectors.
The wrath guards are Verama, a kindly warrior woman, Lothar, a
moody brute, and Taran, an amiable fighter who wishes to respect
the spirits of Davokar. Tharaban then gestures for the wrath guards to
lead the characters into the forest to the sound of ceremonial drums.
FIRST TRIAL
After a night of travel, the group is led to a clearing where a large rock
crevasse splits the earth. There are tribal markings nearby for “temple”
and “caution”, but no temple can be seen. The wrath guards, staying
at the edge of the clearing, hand each character a palm-sized mosaic
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tile. Verama announces that the first trial has begun and that the As they reach a busy marketplace in the town center, Blackhawk
tributes are now forbidden from speaking until entering the temple. explains the second trial. Barbarians are strongest when they have
Upon further inspection, there is a large stone at the edge of the friendships and connections with other clans; each tribute must be
dark crevasse inscribed with “Leap of Faith”. Roughly 3m wide, no given a trust-bead, representing a sacred bond between barbarians.
bottom can be seen in the shadows of the black chasm. Sturdy vines These bonds are not taken lightly, as a trust-bead can be used once
grow over the edge and dangle into the crevasse, which look like they to ask an important favor from the giver. No villager will give trust-
could support weight. beads to multiple characters.
Characters who leapt into the darkness land in a tangle of roots Characters may seek locations around town, people of specific
and vines hidden by the shadows. Climbers are sliced and battered trades (such as blacksmith), or simply ask who is around them. Trust-
by sharp rocks and thorny brambles, taking 1 damage, 2 poison for 3 beads may be given for many reasons, establishing friendships, aiding
rounds. As their eyes adjust, characters see the entrance to the stone someone, offering advice or entertainment, and more. Some possible
temple. villagers can be found below.
Players should not know their character’s fate until everyone has
entered the pit. The darkness of the pit and wind whistling across the • Liwanu – Seven year old girl punching a tree to train to become
opening prevent characters from knowing what happened to their a wrath guard, defending against Davokar’s corrupted creatures.
companions who entered. • Ner – Gruff trader from Vajvod. Dislikes Ambrians , for the
The temple consists of 13 pillars of a circular chamber, one for entire Jezora clan was annihilated by Ambrian steel.
each clan, overgrown with old roots from trees on the surface. Light • Ornesh – Legless drunk whose daughter refuses to speak to her.
from cracks in the ceiling above shines down, reflecting onto a floor Sister to Yeleta.
made of thousands of colored stone tiles, with murals radiating from • Hyin – Spry, scraggly-bearded young man seeking someone
the center. After a few minutes, the sound of the wrath guards landing to spar with.
in the crevasse can be heard. They enter solemnly, instructing the trib- • Bhe – Elderly witch, seeking to practice tattooing.
utes to add their mosaic tile to the temple floor, as did their families
and ancestors before them. Players have the freedom to describe the Before they reenter Davokar forest, the wrath guards provide each
particular mural that they add to, such as a great tree growing out of character a well-made, decorated weapon. These will be the weapons
a building, or a snake consuming itself. normally provided during character creation.
Once completed, the wrath guards unroll a blanket to reveal
several sets of protective gloves, shoes, and clothing, each set unique
and intricate in design (light armor). Allowing each tribute to choose a
set, they explain that these clothes represent your people, your village,
your clan; for with your clan to protect you, you can withstand far
more than you can alone. The characters find that with their protec-
tive clothing, they can climb up the sharp vines and rocks to exit the
crevasse without injury.
SECOND TRIAL
It takes close to a week venturing through the outskirts of Davokar
to get to the Yedesa stone fortress, led by the wrath guards. A gaudily
dressed Ambrian is waiting, leaning against the stone of the gate,
introducing himself with a bow as Blackhawk the minstrel. Taking
their leave, the wrath guards explain that Blackhawk has volunteered
to guide the tributes for their second trial, and at the end of the day
the tributes are to meet them at the south gate to voyage deep into
Davokar forest.
Blackhawk shows the characters several sights of the town, ask-
ing for details about the character’s home villages. He concocts an
elaborate tale about impressing the High Chieftain Tharaban with
songs and stories that rivalled the clans own storytellers. Many Yedesa
villagers dislike Blackhawk, an outsider Ambrian, being part of bar-
barian rituals; Blackhawk instead sees it as a sign of goodwill between
Ambrians and barbarians.
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DAVOKAR MONSTROSITY
On the way to the Baiaga clan, a shuddering scream is heard from VIOLINGS
deep in the forest. A blight born human emerges, with several violings. Race Winged creatures
The wrath guards distract the blight born, while the violings attack the
Resistance Ordinary
characters. After several rounds, the blight born kills Taran suddenly.
Verama, fighting to buy them time, shouts for the characters to flee. Traits Swarm (I), Wings (1)
Lothar gets the tributes away.
Accurate 13 (-3), Cunning 10 (0) Discreet 5 (+5), Persu-
asive 7 (+3), Quick 15 (-5), Resolute 10 (0), Strong 9 (+1),
BLIGHT-BORN HUMAN Vigilant 11 (-1)
Race Abomination (once human) Abilities Natural Warrior (adept)
Resistance Ordinary Weapons Beak 3, 2 attacks against the same
Accurate target
Traits Acidic blood (I), Natural weapon (I),
Robust (I) Armor None
Accurate 15 (-5), Cunning 9 (+1) Discreet 10 (0), Persu- Defense -5
asive 5 (+5), Quick 7 (+3), Resolute 13 (-3), Strong 11 (-1),
Toughness 10 Pain Threshold 5
Vigilant 10 (10)
Equipment None
Abilities Berserker (Novice), Natural Warrior
(Novice) Shadow Blackish green, like tar bubbling on the
surface of a pond (corruption:6).
Weapons Claws 9 (short)
Tactics: The Violings swarm around the player cha-
Accurate
racters until they are at half toughness, then they will
Armor 3 Shredded leather and strange retreat.
growths
Defense +9, corrosive blood 3 for 3 turns
Toughness 11 Pain Threshold 6
Equipment 1d10 Ortegs, rapier BAIAGORN
Shadow Fully corroded copper (thoroughly Race Beast
corrupt)
Resistance Ordinary
Tactics: The abomination closes in on the biggest thre-
Traits Natural weapon (I), Robust (1)
ats, the wrath guards and tears into them with reckless
hunger. Accurate 10 (0), Cunning 10 (0) Discreet 9 (+1), Persuasive
5 (+5), Quick 7 (+3), Resolute 13 (-3), Strong 15 (-5), Vigilant
11 (-1)
THIRD TRIAL Abilities Berserker (adept)
Lothar grimly leads the tributes the remainder of the way to a Baiaga
encampment. Dakar, the Baiaga chieftain greets the tributes, offer- Weapons Claws 8 (short)
ing sympathies when he learns of the attack in the forest. He tells Accurate
them about the nomadic culture of the Baiaga clan, and how they Armor Bear fur 2
catch and tame sacred baiagorns, bear beasts of Davokar. A mother
Defense +7
baiagorn and cub have been seen; the tributes must capture the cub
for the Baiaga clan. Toughness 15 Pain Threshold 8
When the characters arrive at the den, the baiagorn mother is out Equipment None
foraging as the cub eats inside. Upon seeing the characters, the cub
Shadow Green as a pine tree in spring (corrup-
screams, enraging the mother nearby. It might be necessary for one
tion: 0).
group to distract the mother while others attempt to capture the cub.
If the tributes return with the bear cub, Dakar bows to them, Tactics: A calm baiagorn is a careful creature, but
presenting the characters each a horse, representing how the trib- if agitated or wounded it transforms into a roaring,
foaming storm of claws that attacks anything close to
utes’ aid helped the Baiaga clan, making all barbarians stronger as a
its young.
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BAIAGORN CUB
Race Beast
Resistance Weak
Traits Natural weapon (I)
Accurate 10 (0), Cunning 10 (0) Discreet 9 (+1), Persuasive
5 (+5), Quick 9 (+1), Resolute 13 (-3), Strong 13 (-3), Vigilant
10 (0)
Abilities Berserker (adept)
Weapons Claws 4 (short)
Accurate
Armor Bear fur 2
Defense +7
Toughness 10 Pain Threshold 5
Equipment None
Shadow Green with bits of vibrant brown. (cor-
ruption: 0).
Tactics: Quicker and more timid than an adult, a
baiagorn cub will flee, fighting only to defend itself. It
submits once it’s evident it cannot win or wounded.
whole. If they return without the cub, Dakar tells them that this was
an important lesson; they will be of low status among barbarians until
they redeem themselves. If the cub or mother were slain, Dakar is dis-
traught as a witch performs a ritual to beg forgiveness from Davokar.
FINAL CEREMONY
More than a month since the ceremony in Godinja, the characters
arrive in Karvosti. The glow of a bonfire can be seen in the pre-dawn
darkness. An elderly woman with an animal skull necklace is standing
with Tharaban in front of a crowd. She invites the tributes forward,
looking into their eyes, announcing herself as Yeleta, the leader of the
barbarian witches. She asks each tribute to announce their name and
clan to the barbarians. She takes crimson paint in her hands, marking
each tribute, announcing that they have undergone their trials; they
are truly barbarians, and they have Davokar’s blessing.