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Broken World

Broken World

0 INK

Sixteen orbits after the fall of society on Koss, you will take up the fight to survive on this toxic planet.

2,830 readers have visited Broken World since CharlesUppercrust created it.

Introduction

This roleplay is a work in progress.

--INTRODUCTION--
Koss used to be a vibrant and diverse planet. The faloth were a rather mild-mannered people, and built massive cities that spanned miles and rose to great heights. They had miraculous medical technologies that make ours look like children's science kits. Unfortunately, like all sapient beings, they too were victims of greed. When natural resources started to grow scarce on Koss, the normally environmentally-friendly inhabitants turned to rather unsafe ways to get their fuel and food. They drilled holes, they fracked the earth, and they blasted mountains apart to get to the materials within. They crammed animals into tiny pens and fed them food that they were never meant to eat, just to fatten them up. Even these ill-gotten resources eventually started to run out, and war started on the increasingly polluted world. Faloth were fighting fellow faloth over scraps of food and water that was still drinkable. The battles only worsened the condition of Koss, until there was a massive drop in the whole planet's biological population. Only the toughest plants, animals, and people survived. Now the remaining faloth merely try to survive on their broken world.

--FALOTH PHYSICAL DESCRIPTION--
  • Faloth are usually bipedal, but will return to their primal instincts and run on four legs while in a panic. They do this quite well, although it is uncomfortable for them, explaining why they do not normally do it while running.
  • They have long arms that hang to their knees, and as a result, would be significantly stronger than a human if these arms were trained.
  • Their hands and feet each have five phalanges, which are rather long.
  • They have steely blue skin that is warm, smooth, and usually a tiny bit wet. If you want to see how healthy a faloth is, touch his skin.
  • They are sexually dimorphic, with the females being slightly larger on average than the males, due to the females being very protective of their children. The females have wider hips and a more developed chest, similar to human females.
  • They used to be hunters, and as a result, their canine and incisor teeth are sharp.
  • Their eyes, which they have two of, are binocular and vaguely insectoid, but are not compound. They are one color except the pupil, but this color varies among individuals. Their eyes reflect light very well, which looks pretty. The pupils are round, dilating or shrinking according to light level, emotions, and any ingested chemicals.
  • They have hair, but only on their head. They spent so long with artificial heat that their body hair simply evolved away out of lack of need. Long hair is attractive to faloth when they choose mates, so it remained. Hair can range from white to black, with blue or purple tints possible.
  • Faloth live significantly longer than humans, but mature at a slightly faster rate, and stay robust for longer.

  • Due to their long limbs and fingers, faloth have considerable strength and speed.
  • As a result of eating at least small amounts of toxic materials with each meal, faloth have built up quite a resistance to poison.
  • Since they have no body hair and moist skin, faloth are vulnerable to the cold.

--FALOTH SOCIETY--
Faloth developed from a hunter-gatherer society into a prosperous, technologically advanced one. The transition from hunter to farmer took significantly longer than it did for human society, however. Once the faloth discovered they could craft and build to better their lives, their technology advanced almost exponentially. The hallmark of faloth technology was their finesse in the medical and bioengineering fields. The full extent of this technology has been lost after the fall of their civilization. Before Koss became a toxic hell, faloth were very kind and polite. Crime was almost non-existent, and all people were treated equally. They were governed by a fairly democratic society. There were separate countries, but conflicts between them were few and far between. As a result, the Faloth did not create very many weapons.

Now, faloth are only loyal to their group or town. Distrust is common between strangers, and some groups even maintain a kill-on-sight policy. This does not include lone raiders or even raiding groups that occasionally pop up, who make it their job to kill other faloth on sight.

--MAKING A CHARACTER--
Character-making is based on Dungeons and Dragons.

--ABILITY SCORES--

There are six ability scores - STRENGTH, CONSTITUTION, DEXTERITY, INTELLIGENCE, WISDOM, and CHARISMA. These six scores determine a player's defenses and what bonuses a player has to skill checks. Depending on what kind of character you want, you'll pick these scores accordingly. There are a few ways to pick ability scores. The recommended one is standard array - put 16 into one, then 14, 13, 12, 11, and 10. The second method is a little more complicated. Start with the following scores: 8, 10, 10, 10, 10, and 10. You have 22 "points" to spend in order to increase the ability scores.

Ability score modifiers - Modifiers are an important numerical value for abilities.
8 or 9 - Modifier is -1
10 or 11 - Modifier is 0
12 or 13 - Modifier is 1
14 or 15 - 2
16 or 17 - 3
And so on. When leveling up, each even level adds one point to each modifier, as it's based on base modifier + 1/2 level. So, a level 4 character with 16 points in strength would have a modifier of 5 for strength.

--SKILLS--
In order to do certain actions that require skill, a roll must be performed. NPCs can also do skill checks, such as sensing when they are being lied to, snuck up on, etc. There are many different skills. They are:

Acrobatics, Animal Handling, Athleticism, Bluff, Building, Crafting, Diplomacy, Endurance, Engineering, Heal, History, Insight, Intimidate, Nature, Perception, Stealth, Streetwise, and Thievery.

Depending on ability modifier and proficiencies, that's what bonus you get for that that skill.

Athletics, Building, and Animal Handling are based on STRENGTH.
Endurance is based on CONSTITUTION.
Acrobatics, Crafting, Stealth, and Thievery are based on DEXTERITY.
Engineering and History are based on INTELLIGENCE.
Heal, Insight, Nature, and Perception are based off WISDOM.
Bluff, Diplomacy, Intimidate, and Streetwise are based off CHARISMA.

--STARTING PROFICIENCIES--

-Skill Proficiencies-
New players will pick three of these when they start. The bonus is added to the pre-existing ability score modifier bonus. The player will be most proficient in these, but other skill paths can be added with enough work.
  • Medicine: You are more skilled at giving others medical attention than the average faloth. You also know how to clean up toxins and sanitize. +3 to heal rolls, and gain heal-based abilities
  • Athleticism: You have increased endurance and less fatigue from running longer distances. +3 to athletic, acrobatic, and endurance rolls, factored into abilities
  • Cooking: You know exactly how to prepare meals to minimize the poison levels.
  • Botany: You can pick out the good plants, avoid the bad ones, and even try to grow plants. +3 to nature rolls.
  • Wild Man/Wild Woman: You know which animals are good to eat, and how to get them. You can tame animals and even breed them, if you hone your skills enough. +5 to attack rolls against animals, +3 to animal handling rolls
  • Perception: You are always alert, and notice things more than most. Insight and perception receive a boost. +3 to perception, insight, and streetwise rolls
  • Crafting: If you don't know how to build something already, you'll figure it out faster than most. You're also a whiz at repairing tools and weapons. +3 to crafting rolls.
  • Melee: From fists to greatswords, you know how to get up close and personal, and survive. +2 to for melee attack rolls, +3 attack damage for melee attacks, gain special melee abilities
  • Ranged: Ranged weapons are your domain, and all enemies will have to keep a watchful eye for you up in the hills. +2 to ranged attack rolls, +3 attack damage for ranged attacks, gain special ranged abilities
  • Speech: You're better with words than the rest of your kind, and with enough practice, can convince the most stubborn to think differently. +3 to diplomacy, intimidate, and bluff rolls
  • Constitution: You can take quite a beating without going down. +10 HP
  • Builder: You can construct fairly safe buildings from scarce materials. +3 to build rolls
  • Stealth: Your footsteps and attacks are quieter than most faloth's. You can use this advantage to steal items. +3 to stealth and thievery rolls, gain special stealth-based abilities

-Weapon category proficiencies-
More info on weapons below. This is separate from the above skills. A new player does not start with a weapon. The player may pick a weapon proficiency from these categories:

Melee (Includes thrown melee weapons)
  • Unarmed (Hands and feet)
  • Axes (Hatchets, war axes)
  • Blunt (Clubs, hammers, batons)
  • Blades (Scythes, knives, swords)
  • Pole weapons (Staves, spears, javelins)
  • Digging (Shovels, spades, pickaxes)
  • Other (Chains and nets)

  • Ranged (All ranged weapons are included due to the rarity of some of them)

--WEAPONS--
A new player does not start with a weapon. When a weapon is obtained, I will tell you the bonuses to attack and damage.

Dice rolled for weapon damage will be determined by me.

Melee weapons can be either found or crafted, excluding unarmed fighting. Some weapons must be found before being crafted. Types of melee weapons include:
  • One handed: Clubs, chains, batons (and stun batons), knives, machetes, short spears, javelins, swords, hatchets, pickaxes, small hammers, shovels, and sickles
  • Two handed: Large clubs, greatswords, battle axes, scythes, spades, staves (and canes), long spears, and warhammers.
  • Versatile (Can be used as tools): Hatchets, machetes, knives, pickaxes, small hammers, shovels, sickles, scythes, spades, nets

Some ranged weapons can also be crafted, but the same rule applies as melee weapons for more advanced range weapons.
  • Bows: Short bow, long bow, compound bow, hand recurve crossbow (one handed), recurve crossbow, compound crossbow
  • Guns: CloseGuard model 1 (CGM1), Semi Automatic Protector model 1 (SAPM1), Compact Energized Rifle model 2 (CERM2), Automatic Grenadier Rifle m2-9 (AGRM2-9 or just GR), Long Distance Rifle model 1 (LDRM1 or Long Rifle), Anti Materiel Quad Loaded Rifle (AMQLR)*
  • Thrown: Short spears, hatchets, javelins, small hammers, knives, chains, nets, sticks, rocks, grenades
  • Other: Slings (uses rocks as ammo), blowgun (poison darts)

*An explanation for the guns can be found here: http://pastebin.com/PA8KStBX

If you have ideas for new weapons, I'm open to them.

--DEFENSES--
There are four defenses. ARMOR CLASS, FORTITUDE, REFLEX, and WILL. They are based off of the ability scores above. Each of these defenses are equal to 10 plus one-half of your level plus the appropriate ability modifier. For armor class, add your armor bonus if any depending on the armor.

Armor Class is based off either STRENGTH or DEXTERITY, whichever is higher, and what armor your character has.
Fortitude is based off CONSTITUTION or STRENGTH, whichever is higher.
Reflex is based off DEXTERITY or INTELLIGENCE, whichever is higher.
Will is based off CHARISMA or WISDOM, whichever is higher.

EX: A level 2 character with 16 STR, 14 COS, 13 DEX, 12 INT, 11 WIS, and 10 CHA and leather armor would have the defenses -
AC: 17
REF: 13
FORT: 14
WILL: 11

--ARMOR--
  • Cloth (Basic clothing, this is what players start with, offers no protection) - +0 AC
  • Hide (Requires leather but is easier to make than Leather Armor, this is the highest tier of armor people without skill in crafting can make) - +2 AC
  • Leather (More difficult to make than Hide Armor but offers greater protection) - +3 AC
  • Studded Leather (Requires metal and is more difficult to craft than plain Leather) + 5 AC
  • Plated (Metal plates cover important areas, leather underneath for mobility, although the character will be slower than normal; this is difficult to craft) - +7 AC
  • Scale-Based Body Armor (Military-grade armor, contains flexible scales of refined material that block a wide range of attacks, takes an extremely high skill in crafting to make) + 10 AC
  • Projectile And Kinetic Energy Resistant Armor [PAKER Armor] (The highest tier of armor the faloth military has ever created. It is a graphene-lined, durable fabric weave. It has the mobility of normal clothing, but protects from almost every attack, including projectiles like Titanium Alloy and HMC Rounds. Energized Graphene rounds will charge the armor, causing it to glow brightly and incapacitate the wearer, unless the calibrator is worn underneath. This is an end-game crafting recipe, and takes many schematics and functioning industrial-grade machines to create or repair.) + alots
  • Satin Weave Calibrator (Offers no protection from attacks, but protects the wearer when the PAKER Armor becomes energized.)

--COMBAT--
In combat, rolls will determine how your character's attacks go, and how hard enemies hit, if at all.. I will say what a character's HP is after a hit is taken, but you will not know the HP of enemies, only how they look by sight. If HP reaches zero, the character is unconscious. An enemy can continue to hit him or her, without having to roll to hit, only rolling damage. A character can go to negative half of their health - EX -25 for 50 HP - without dying right away. If 3 death saving throws are failed, or a 1 is rolled for one, the character dies.

Just like characters, NPCs will have rolls for attack, and rolls for damage.

Saving Throws - Based on ENDURANCE, will end status effects, and keep a player from bleeding out if succeeded.
Stabilize Dying - A Heal roll on a dying ally to eliminate their need to do a death saving throw.

-Types of Moves-
A character can have one MOVE ACTION per turn unless a status effect prohibits it. A character can move 10 meters per turn. One STANDARD ACTION per turn, four MINOR ACTIONS per encounter which can be performed during any turn, and an unlimited number of FREE ACTIONS per turn.

I will provide you with abilities I think are fitting.

BASIC ATTACK - Standard action. A normal attack with a weapon. If not performed with a weapon your character is not proficient with, it has no bonuses to attack rolls or damage.
AT-WILL - Standard action, usually. A special attack that can be performed... at will.
ENCOUNTER - An ability that can be used a limited amount of times per encounter, usually one.
DAILY ABILITY - An ability that can be used once a day, unless an extended rest is taken, which refreshes the ability.



---CHARACTER SHEET---
Your character's description should contain these. Be sure to update your character description when things change.
  • Name - Gender - Age - Height - Weight - Hair color - Eye color
  • Ability Scores
  • List three skill proficiencies from the available list - List one area of weapon proficiency
  • Write each skill and put the bonuses for each
  • Defenses
  • HP - Starting is 25
  • Healing Surges - 4 per day, surge value is 1/4 of health, rounded down, healing surges must be triggered by an ability that allows the use of healing surges
  • Bonuses to attack and damage rolls with your weapon, if applicable
  • Special abilities
  • Weapons and armor (When applicable - Starting armor is Cloth)
  • Any items in inventory.
  • Personality
    1. Temperament
    2. Moral/ethical beliefs - Includes alignment (Good, neutral, evil, etc. Beware alignment clashes.)
    3. Religious beliefs, if any
    4. Political stance, if any
    5. Hobbies
    6. Habits
    7. Eccentricities
    8. Likes
    9. Dislikes
    10. Goals
    11. Weakness(es) - Make your character interesting. What really cripples them - physically, psychologically, or both? Players may not use this information from another person's profile to their advantage. They may only use it if they find it out in-character.
    12. Strengths - The very opposite of the above. How does your character stand out, in a good way? Or a bad way, depending on how he or she uses these strengths.
  • Detailed physical description - Ex: Hair style, stance, scars, anything not covered by the basic descriptions up top.
  • Backstory

EXAMPLE OF A CHARACTER: http://pastebin.com/mhpjAuTR
Does not include personality information. This guy would be a charismatic cook, but not too good for the front lines.

Toggle Rules

Do not metagame.
Do not powergame.
Do not troll other players.
Do not spam.
Try not to take issue with a player because of their in-character actions.
Do not break the fourth wall. Excessive references to other media OOC counts.
OOC will be signified by ((Message)). Improper syntax is allowed in OOC, but required IC, except for capitals. Capitals are up to you.
Try to make your actions detailed. Make each one at least one actual sentence. Don't be too wordy, though! You may scare people.
Use paragraph style for really long actions, and script style for ones that are short or normal length.
Successful hits in combat and successful skill checks will be decided by dice.
When you write an action to attack an enemy, make it an attempt. The dice will decide the outcome, which I will write.
Turns will be used in combat, but not outside of it.

Browse All » 9 Settings to roleplay in

Koss

Koss by CharlesUppercrust

Welcome to Koss.

Karth

Karth by CharlesUppercrust

Welcome to the continent of Karth.

Galn Town

Galn Town by CharlesUppercrust

The quaint little home of the Galn.

Oaison

Oaison by CharlesUppercrust

The main city in the center of Karth.

The Marshes

The Marshes by CharlesUppercrust

The toxic marshes and rivers to the west of Galn town.

The Eastern Roads

The Eastern Roads by CharlesUppercrust

Leading out of Oaison, these roads, which lead to the eastern coast, are now bandit territory.

Old Military Base

Old Military Base by CharlesUppercrust

The only military settlement in Karth, to the east of Oaison.

Venton Woods

Venton Woods by CharlesUppercrust

The untamed woods between Galn town and Oaison

Darmar

Darmar by CharlesUppercrust

An inhospitable mountainous continent.

The Story So Far... Write a Post » as written by 4 authors

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(For Jarkith)
Craft roll 14.

Jarkith now has a simple Knife, which is 1d6. No bonuses.

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#, as written by Buta777
(Lera) She wakes up and hears everyone. Deciding to get up, walking into the room and seeing what everyone else is doing.

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(Jarkith) He puts his little shit defense knife into his belt, and sees her. "Hey, Lera. I'm thinking of heading out soon. If you want to come along, it seems you'd need a set of armor." He says, turning to her. "Want to come along, Rogar?" He turns his head to her.

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#, as written by Buta777
(Lera) She waves to him. "Hello! Yes, I do want to come along, so I do need a set of armor." She looks at some the armor, not really knowing what to do with it.

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(Rogar) Ro nodded and stretched, sighing heavily. "Yeah, I'll tag along. Got nothin' else better to do," she comments with a shrug. Rogar glanced over at Lera. "Armor isn't that easy to craft if you've never worked with it before. I used to do it all the time- Let me help you."

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(Rolling craft check. Total of 15)

Within a little while, Rogar has crafted a sturdy set of leather armor for Lera. +3 AC.

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(Jarkith) "Have you got a weapon?" He asks, walking to the doorway and leaning on it, watching them.

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#, as written by Buta777
(Lera) "Yeah, but It's just this." She holds up the knife Dargemmath gave her, not really knowing if it would be good enough. "Does this seem good enough, or no?" She asks.

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(Jarkith) "I was thinking of just scouting the city, and i doubt things will get close. If they do, then that seems like a good weapon. I'm not really an expert on knives, however." He shrugs. "Rogar, what do you think?"

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(Rogar) "Scouting is a good plan, but I don't know nothin' bout knives. Maybe ask Dargemmath? It was his knife after all- I'm sure he'll know of the quality of it and the best way to use it." She recommended.

View All »Arcs

Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

There are no arcs in this roleplay.

View All » Create New » Quests

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Events

Soon™.

Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 9 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

Koss

Koss by CharlesUppercrust

Welcome to Koss.

Karth

Karth by CharlesUppercrust

Welcome to the continent of Karth.

Galn Town

Galn Town by CharlesUppercrust

The quaint little home of the Galn.

Oaison

Oaison by CharlesUppercrust

The main city in the center of Karth.

The Marshes

The Marshes by CharlesUppercrust

The toxic marshes and rivers to the west of Galn town.

The Eastern Roads

The Eastern Roads by CharlesUppercrust

Leading out of Oaison, these roads, which lead to the eastern coast, are now bandit territory.

Old Military Base

Old Military Base by CharlesUppercrust

The only military settlement in Karth, to the east of Oaison.

Venton Woods

Venton Woods by CharlesUppercrust

The untamed woods between Galn town and Oaison

Darmar

Darmar by CharlesUppercrust

An inhospitable mountainous continent.

Add Group » 0 Factions to align with

There are no groups in this roleplay!

Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

Current Mobs

No mobs have been created yet.

Spawns

Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Broken World. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

No items have been created yet!

The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

Open Stores

View All » Add Character » 5 Characters to follow in this universe

Character Portrait: Broken World RP Master
Character Portrait: Jarkith Renind
Character Portrait: Rogar Svern
Character Portrait: Lera Kurane

Newest

Character Portrait: Lera Kurane
Lera Kurane

A 20 year old faloth with a high goal but some issues with it.

Character Portrait: Rogar Svern
Rogar Svern

A 25 year old Faloth with trust issues.

Character Portrait: Jarkith Renind
Jarkith Renind

A 19 year old faloth with a dark past.

Character Portrait: Broken World RP Master
Broken World RP Master

Manages the roleplay, enforces the rules, rolls the dice, and controls NPCs.

Trending

Character Portrait: Jarkith Renind
Jarkith Renind

A 19 year old faloth with a dark past.

Character Portrait: Rogar Svern
Rogar Svern

A 25 year old Faloth with trust issues.

Character Portrait: Lera Kurane
Lera Kurane

A 20 year old faloth with a high goal but some issues with it.

Character Portrait: Broken World RP Master
Broken World RP Master

Manages the roleplay, enforces the rules, rolls the dice, and controls NPCs.

Most Followed

Character Portrait: Lera Kurane
Lera Kurane

A 20 year old faloth with a high goal but some issues with it.

Character Portrait: Jarkith Renind
Jarkith Renind

A 19 year old faloth with a dark past.

Character Portrait: Rogar Svern
Rogar Svern

A 25 year old Faloth with trust issues.

Character Portrait: Broken World RP Master
Broken World RP Master

Manages the roleplay, enforces the rules, rolls the dice, and controls NPCs.


View All » Places

Koss

Koss by CharlesUppercrust

Welcome to Koss.

Karth

Karth by CharlesUppercrust

Welcome to the continent of Karth.

Galn Town

Galn Town by CharlesUppercrust

The quaint little home of the Galn.

Oaison

Oaison by CharlesUppercrust

The main city in the center of Karth.

The Marshes

The Marshes by CharlesUppercrust

The toxic marshes and rivers to the west of Galn town.

The Eastern Roads

The Eastern Roads by CharlesUppercrust

Leading out of Oaison, these roads, which lead to the eastern coast, are now bandit territory.

Old Military Base

Old Military Base by CharlesUppercrust

The only military settlement in Karth, to the east of Oaison.

Venton Woods

Venton Woods by CharlesUppercrust

The untamed woods between Galn town and Oaison

Darmar

Darmar by CharlesUppercrust

An inhospitable mountainous continent.

Old Military Base

The only military settlement in Karth, to the east of Oaison.

The Eastern Roads

Leading out of Oaison, these roads, which lead to the eastern coast, are now bandit territory.

Venton Woods

The untamed woods between Galn town and Oaison

Oaison

The main city in the center of Karth.

Darmar

An inhospitable mountainous continent.

The Marshes

The toxic marshes and rivers to the west of Galn town.

Fullscreen Chat » Create Topic » Broken World: Out of Character

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