Brokenblades ...the never ending adventure through a random world.

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Adventuring in Brokenblades for dummies: This guide is intended for people willing to join the world of Brokenblades and get a clear idea of what you are expected to do and when. Some may consider this as a spoiler so read if you want. All the information below is provided in game.

The goal of the game: The goal of the game is to fling a cursed artifact into a chasm named the edge of the world. This place is located in a far continent from your homeland named Brokenblades. To get there you will have to begin a long and dangerous journey.

This journey is divided in 3 distinct chapters. The walls, the silver serpent and finally the edge of the world.

Each week when the session starts all players begin in the Tsourda' Brah town. There, before they answer the call of the king, players usually talk together about how they plan to conduct the mission while others buy provisions and gear.

First chapter: the walls

Once set your fellowship head to the castle and meet the king. The noble man describes the situation to the party. If things progressed since the last expedition he will note the progress and explain the next steps. Then he gives the ring to the party and some gold crowns.

Then, group is leaded out to the docks. There, some players may buy last minute equipment and provisions over there. Soon after the group is setting the sails toward the infamous Brokenblades continent.

Once traveling towards the cursed continent, most adventurers enjoy this peaceful moment to know each others and do some fishing. By the way the current biggest catch is a 52 inches fish.

Eventually the group will reach Brokenblades. Then, the fellowship is proceeding towards his goal. The first goal to reach is mysterious gates once built by the dwarven expansionists. Those gates are known to be quite hermetic. There is some breaches at some rare places but these are now controlled by goblins armies defending all access with a tolerance to strangers well known of them.

The remaining options for the fellowship are to find the key to open the magically sealed Doors found along these walls. This key is actually an amulet once possessed by dwarven gate masters. Now, they been scattered all over the land by years of war and pillage. The group must find at least 3 pieces of this amulet and then attempt to assemble them in a working key. When the group has a working amulet they can look for a gate and get thru.

Then their progression towards the edge of the world continues.

Second chapter: the silver serpent

The second step is to cross the silver serpent. This river is actually not hard to find for a group that is really looking for it. The problem is that anyone that is not immortal and tries to cross it will be swallowed by the silver serpent, the river itself.

The only remaining options are to convince an immortal being to help them crossing the serpent. To do so the group must convince a demi god that their quest is worthy of his/her intervention. Aware of the time window available to the fellowship Fernand Jiniak made researches and found that a rare specie of immortals are living alongside this mystical river. They are named the dream sailors.

Dreamsailors are former elven magical servants summoned by the moon lords 700 years ago to protect forest sanctuaries from dwarven expansionists. Now that the elves have abandoned their presence on Gornoth, some dream sailors were left wandering to their own seeking a goal for their eternal existence. Most of them were attracted towards the Silver serpent due to its strong magical nature. Those large brutes are fascinated by everything magic and beautiful recalling them their long lost and regretted masters. The adventurers will be able to exploit this weak spot to cross the silver serpent safely. In order to get the help of a dream sailor the heroes will have to learn a long lost elven form of poetry made of words and magic named the arcanic poetry.

Places holding such poetry do no longer exist being destroyed and burned by so much chaos incursions and the human wars. Sadly, the group will have to find some vestiges of this poetry somewhere along their travels. Old elven ruins, deserted monasteries and abandoned fortress are good places to look for. The fellowship will be able to constitute a poem with a minimum of 10 words. Once at least one member of your fellowship has 10 words learned you will have to actively search for the silver serpent. The remaining task is to succeed in charming the dream sailor with this small poem. If it does not succeed then the group will to seek another dream sailor.

Third chapter the edge of the world

On the other side of the silver serpent you are really on your own. This river being crossed just by few, civilization will be quite scarce.

The edge of the world is a rare place and protected from all outsiders by a strong magic; veiled by a magical fog. Anyone who attempts to cross this fog will lose his path and probably end nowhere.

Some says the edge of the world is even invisible. One may pass it and never know he came near of this mystical place because it is invisible to the normal eye.

To be able to discern the edge of the world one of the adventurers will have to the hold a scepter of true vision. Sadly these are very powerful tools usually crafted by malicious wizards. In the third inquisition all scepter possessors were burned and the artifacts destroyed.

Players will have to collect 3 shards of chaos stone, and forge a scepter by themselves. Only the greatest fire of Gornoth can forge such an artifact down into the abyss (dungeon: hell forge). Also, the chaos stones are not expected to be found on the side of the road as well. Most of them are collected by evil dragons to obtain life after death. For this, your best bet would be to seek a chaos dragon in highest mountains of Brokenblades.

Once the three stones are recuperated, the fellowship needs to find a way to get into the deepest dungeons of Brokenblades and look for a hell forge. There, equipped with a hammer, one of your fellows aided by the infernal fire will try to craft the true seeing staff.

If it succeeds, your group can look for the culmination of all your efforts, the edge of the world. If you ever find it is important to let the staff bearer lead the group into the mist otherwise the fellowship will surely lose its path.

At the edge of the world know one knows what really awaits you so be careful you can't allow yourself to fail so near of your goal.

 

 
 

     - The gold you
     have been given
     by the auto
     divider should no
     be shared as if
     it was part of
     your profit, if
     you are currently
     trading when you
     receive a share.
     (You follow me?)

     - did a small text
     color change to
     the auto profit
     divider message


     - Loot not
     respawning in
     some places fixed.

     - The isolated
     farm house is no
     more a sure shot.
     It will be now
     harder to
     negotiate the
     access to the
     house.

     - The left
     entrance to the
     raided sector got
     fixed so it’s easier
     to get there.

     - Doors should
     auto close now in
     tsourdah'brah.

     - Etheral filcher
     script should be
     fixed now (that
     annoying yellow
     "too many
     instructions"
     message that
     pops once a
     while)

     - Ferry boat got
     fixed so the
     tokens display
     normally. Should
     move all the
     party at once on
     the other side of
     the river now...

     - Crystal ball now
     gives faith favour
     points if you look
     for your future in
     it. Fate favour
     points are credits
     when you die.
     Mainly if you die
     and you have a
     faith favour point,
     you will lose it
     and this death
     won’t cost you
     any xp... quite
     interesting at
     higher levels.

     - All Beastmen
     corpses should be
     lootable as soon
     as they die. A lil
     glitch that slipped
     thru my revisions
     with time.

     - "A PIECE OF
     BROKENBLADES
     WAS FOUND" hehe
     fixed that...
     thanks kab

     - Duellist should
     not aggro us after
     we leave him. It’s
     a good sportsman
     he does not
     maintain anger
     even if we defeat
     him anymore.

     - Fern scrolls
     disappear when
     used now, be
     careful to when
     you use them.

     -Ring raider,
     seekers, stealers
     should not spawn
     a gazillion of rings
     anymore. Need
     more testing.

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