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

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     members: 58
    *current zones         count: 396
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FAQ:

I made this FAQ for those who don't have a clue of what's going in Brokenblades. I took the question that folks who had zero knowledge of our realm asked me or other players in total despair of an understanding. Some may sound dumb (actually some are) but I'll post them all in here as they come. You're not forced to tell us you found your answers in here ;)

Is your server a PW and accessible 24/7 or is it only active during the planned games??: Brokenblades is not a pw. We play wenesday and saturday each week. Actually it could be a pw but now we just enjoy it as a fully persistant bi weekly session server.

Do I make a level 1 character to start and play him for each game or do I make a new one each game?: The game we play is a campaing. Much like a weekly pnp session. Last time we did the campaing from a to z it took us 8 months, now it's our second time with new characters. (We are currently looking to forge the staff of trueseeing) You will start a level 1 charcter as anyone who joined us on the road. It might be tough at start but if you stay out of troubles you will catch up in experience quite fast(2 or 3 sessions). Most of us will gladdly help you to get some decent equipement and protection at start. If its your kind of thing, you will enjoy the distinct cooperation level of BBU.

Any particular class that works well or doesn't work at all. I solely play rogues or rogue/assassins (Depending on whether or not evil is allowed on the server). Basic rule of thumb, play the class you are the most comfy with. In BBU it's important that you play your role and well. No matter is your profession, you will have a chance to shine for what you are with special scripted events. Currently our group is well balanced and equiped. You may join with the class you have the most fun with.

Random mod? wtf : In Brokenblades you travel toward a place named the edge of the world. Sadly this is a mystical place that only few know. To represent this, the group have a % chances to find the edge of the world. (This score can be known by consulting sign posts along the road) This score is tested each time the fellowship zones. If the check is successful, the fellowship finds their objectives if not the engine keep cycling events/maps in a random sequence simulating the unpredictable journey.

My group is always in jail what we do wrong? : The jail system kicks in when your group have a potential score of finding the edge of the world under 0%. In other words when you don't have any chances to find it. In some other words when you are lost. So let's say after 5 unlucky deaths at the beginning of you adventure your fellowship, have -5% chances to find the edge of the world at each zoning. Your group is lost. Clueless your band wander blindly in a land they don't know. Those who are chasing you have now more chances to find you. Now the exact chances are 2% for each -1% you have at finding the edge of the world. In the present case each times the fellowship zones, they have 10% to be caught then jailed by their enemies.

How do we avoid getting lost? : When one of your party members dies the entire fellowship takes a penalty of -1% on "chances to find the edge of the world" (commonly name the edge score). Avoiding deaths is the key.

How do we increase the edge score: Well if you are at reading this one it might be pointless to affirm that what will follow is a spoiler. First, you can research in libraries. Empire towns do have libraries. For this matter just go inside a library and "use" the large books. High intelligence is needed to process the information your character will dig. Half-Orc Barbarians please don't bother.

Second by using maps. Maps that can tell where the edge of the world is. Maps are: rare, dusty, re-rare, fragile, expensive and rererare. You may buy some but at a cost. Again, if a dummy character reads a map he may lead the fellowship in a foolish direction. So again let the casters handle the paperwork.

NPCs can help you out. Most npcs will not talk freely about this place though. Some will speak only to members of their guilds / organizations. You may have to join or demonstrate some sort of loyalty.

Portals can be a solution too. These very old and rare magic devices can be used only by magic users. Spell casters may use cultist's portals, a gate that uses rifts in astral planes to travel between dimensions . Druids can use nature's power to "transport" the entire group to places near the edge of the world. To use such powers the group will have to find runic stones located deep in forgotten forests.

Transportation: Nothing prevents the group to pay for transportation. Royaume towns are known to be located beside rivers. If the fellowship has enough money they can pay themselves a ride. Inns located along trade routes are often frequented by convoys. Again, the fellowship can surely negotiate a spot on these caravans. At the end of the transportation the group will have a substantial bonus to their edge score.

Shortcuts: Sometime the fellowship will come by opportunities to shorten their travels by using an adjacent road. It will be up to the fellowship to judge if the risks are acceptable.

We been to the same place twice are we circling around? Hell no. Zones in Brokenblades are generic. This means that zones even if the come twice in an adventure represent not the same spot.

One of my fellows has troubles with local authorities. Are we all involved? No. It is your choices to help out your friend or not. Guards won't open hostilities with non criminal members of your group. In case of total outlaw ness it is always a good idea to keep a "clean" fellow. This one can then enter towns and buy supplies and medicines while the others wait outside the walls.

Why can't I rest "here"? I need my spells back ya know. Picture this. You and your friends are running though an unknown land seeking a legendary location while being pursued by unnatural foes. Will you sleep all over the place? In order to sleep and get serious rest, you fellowship will have to find suitable places. Inns, towns, some peaceful wilderness areas. For the spell thing, Brokenblades is a grim world of suffering and war. Forget chain casting a la Diablo or EQ. Knowledge needed to be able to cast magic is a blessing that only some rare individuals can access. Each spells are powerful because most of your enemies won't be able to fight back with magic. This makes the spell casters more unique... and powerful characters.

I hope this helps new players to our realm.

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     - 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.

       recent guild news

 
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