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

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Paladins of Brokenblades

Perceived as a dying race of idealists Paladins in Brokenblades are nothing more than isolated, errant knights. Most royal and noble organizations being assimilated by the actual conflict, true knights face the fact that this realm does not want them anymore.

Of course this is not something that will prevent them to continue patrolling the lands and help whoever is in need. As a matter of fact most peasants and commoners see the knights as their only remaining hope of justice and protection. Most Paladins see a noble cause in protecting the poor and defenseless long forgotten into the middle of this mayhem.

By their high standard of life and strict moral code, Knights are predestined to be heroes who have the respect of the majority of the population. Such a reputation can't be damageable to him and his faith. The knight has the good will of people but they also make a demand of him: to live up to his principles, in one word to never fail. (See special area)

The paladins are above all the remaining survivors of a rare brand of living example that good, light and order is not dead yet. A knight who will be able to give hope to the poor and oppressed will never be forgotten.

Paladin's special areas:

- Isolated farm: Paladins may take the engagement toward the oppressed peasants to protect them. Each time after that he visit peasants and didn't died in between, the knight will receive a bonus of 100xp (cumulative each time) due to his growing fame and honor.

If the knight dies then he will have to start to build his fame from scratch again.

- Isolated village: The paladin can speak to the inquisitor and ask to join the inquisition. The inquisition will allow you to wear their uniform and bear their prestige and power. In return you will have to pay a visit to the local church when you came across one and complete the tasks you are assigned.

 
 

     - 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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