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

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Gods of Brokenblades:

The deity system in Brokenblades is unique. Mainly the priests of each religions (the clerics) has a direct influence on how his faith will perform in the game world. Giving again, real powers to the players to shape the world with their own presence and actions.

The Brokenblades world is a dark fantasy setting, unrelated to the real word but somewhat inspired of warhammer. Actually The only warhammer god that is in our realm is Sigmar. Truly representing the human ambition's might. The other gods are home brewed and/or a compilation of our player's suggestions.


Adventurers and religion

Most of the time the religion of of any slayers will not come greatly into play. After all, this game is about going into a rotten realm, slicing monsters and taking their treasures all in the name of a ring. Most of us aren't overly concerned about lofty moral messages in all of this. However if your character is a priest things are different. The Brokenblades world is getting richly defined, and one of the defining features of the setting is that there are many competing religious beliefs in constant evolution, and the Heroes might well be followers of one sect or another, united only by their common goal to fight the forces of Chaos.

Choosing a religion

A player may proclaim a faith for his adventurer upon creation. But to confirm his faith he must visit the shrine of this typical god and proceed with a confirmation ceremony. More a god has worshipers more shrines he will have as well. An adventurer may also experience a change of heart at some point during the adventure by visiting an other deity shrine. More details on shrines will be available later in this page.

Divine intervention

It is not unlikely that a desperate slayer may call upon his deify for intervention in time of needs. However divine intervention is quite rare.

The deities of Brokenblades have complex and unwritten rules for when and how they directly intervene in the affairs of mortals. Something that an adventurer may control his the actual state of his faith with this god. Each time you visit the shrine of your god and pray, you augment your chances that your spiritual patron might notice you. At start those chances are minimal even for a priest but eventually with time and prayers your divinity may look upon you.

The actions made by your god can be one of a vast array of things from answering requests from prayers to direct intervention to a key event.

Also, a cleric praying his god will increase his chances quite more than a simple adventurer and this being exponential to his level.

Major Religions of Gornoth

Sigmar: The state religion of the Empire is that of Sigmar, so it is a dominant religion amongst Humans, and also by Dwarves and Halflings within the Empire. Sigmar was historically the first Emperor and a great hero, who united the human tribes under a common banner to fight off the Goblinoid armies, did many other great deeds, then vanished mysteriously. His adherents believe that he ascended to godhood, and they show their faith with the Sign of the Hammer made across their chests in solemn remembrance. Symbols holy to Sigmar are the Hammer and the Red Gryphon; he is often symbolically depicted as a rampant gryphon clutching a warhammer. Most Warrior-Priests are followers of Sigmar.

The old faith: The old faith believes in good and evil, light and darkness, black and white. This religion can be compared to the old medieval Christian faith. The inquisition belongs to this dying cult. They are known to very harsh against those who are categorized evil, heretic or to much unconventional albeit the roots of this faith are based on a moral of compassion. The old faith is also responsible of the three inquisitions who destroyed many magical researches, burned entire libraries of knowledge and killed thousands of "heretics" in all corners of Gornoth. In the last century the old faith's popularity decreased tremendously, mostly due to their zeal and their rather harsh politics. The remaining followers of the old faith is a handful of fanatics and inquisitor who lurks in the land "purifying" all evil by the steel. Many knights joined this cult after the dissolution of the noble clans looking for a rightful cause.

Bethgamor: lord of conflicts. Bethgamor was an oriental warrior god and with time his influence found adepts in all corners of Gornoth notably in Strafupion. Renown for his passion for vengeance and maintaining feuds to their final resolution, his cult is a weaving of complicated traditions, protocols and complex honor codes. Where even the length of a glance can mean a lot things accordingly to the actual weather, phase of moon, families background, the age of an individual, the side someone wears his weapon, the disposition of his hands, the quality of his equipment and the way someone wear his armor.These are just few of the rigorous controlled aspects that can mean so much to followers of Bethgamor. This cult is one of the most complicated and proud. Derogating to one of these rules or simply insulting a Bethgamor follower can mean a swift death now or later. Bethgamorians never forgive any faults, from others and amongst themselves. The only way to buy back honor is by combat, self sacrifice, valor and ultimately death. In a party, they are know to be silent, drab, never drink and rarely laugh. Emotions are weakness.

Rahvela: mother of hope and balance appeared to some commoners of Brokenblades recently giving them messages of promise and wise advices. Some are speaking that she might be an innocent elven mage who were, as the story tells, tortured, raped and then burned in horrible conditions by the inquisition. Her cult is quite recent but the amount of followers is growing rapidly appealed by her message of perseverance. Commoners and the remaining magic users are paying her respect and some underground shrines are known to be built all over Gornoth in farm house ceilings and abandoned barns. Rahvela is inspiring comprehension and passion. Most followers showing their open support to this cult are important adventurers who bear her mark of hope and change in a land who suffered too much.

The Unavowed: This obscure divinity Named like this simply because his name as his cult are extremely concealed by his followers. This is the silent lord of secrets, the unknown and the hidden. This cult is fascinated by anything extremely rare, inaccessible, unique and forgotten. Knowledge, relics, places, people. It seem to be a real achievement to the followers of the unavowed to know something that others don't. They believe true power and self accomplishment is obtained by unshared noesis. Players who worship him always want to explore dungeons, collect artifacts, and might want to see the end of the world just for its own sake. His cultists also trade information to help you on your quest (elven poetry, raise your % to find the edge of the world, etc.) for pages of the necronomicon or other rare books and items.


Aranel Calmcacil, commonly known as Frost Kiss or Winter's Herald. Primarily worshiped by farmers and the elusive frost elves, though a small number of temples are scattered throughout the lands. Farmers, tend to worship her in an attempt to stave off early frosts. Whereas the frost elves credit her with their ability to survive in the harsh winter climes as well as the blue tinge to their skin.


The list is far than being finished more gods will be added as we complete them.

 
 

     - 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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