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This was created with informa on from the BREAK!! RPG BETA (v0.9)
© Reynaldo Madriñan & Carlo Tartaglia 2023
Informa on subject to change.
Not intended for sale.
WISTFUL DARK
The furthest con nent from the Sun Machine, a dark and melancholy realm filled with an equal measure of fear and
hope.
CRYSTALIA
An isolated land of gossamer and glass. No one who has ventured there has returned. Some theorize it might be so
beau ful that no one ever wants to leave.
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Explore crystalline geography.
Encounter truly bizarre beings.
Discover one-of-a-kind treasures.
SHARD
Shard Ci es formed around the largest glowing fragments of the broken Sun Machine, the light and warmth from which
a ract the desperate. Shard Patricians control the ci es, but the socio-economic influence of the Guilds and Church of
the Sacred Chain make ruling a delicate balancing act.
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Defend established trade routes.
Explore strange ruins at the edges of the Star Shard’s light.
Get embroiled in poli cal ambi on and corrup on.
SHADOWED LANDS
There is no law or order in this haun ng landscape of fungal forests and tundra. Nomads contend with the constant
threat of the restless dead and desperate raiders. The rag-tag Knights of the Lantern a empt to protect those most in
need.
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Escort nomad caravans.
Ba le with the cursed and corrupted.
Contend with toxic environments.
MURK
Murk, home of the fey, is said to contain portals that connect all the world’s great forests together. The Formless Council
of Unshaped meet here, devising ways to return the world to the era of Dreaming.
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Reveal ancient conspiracies.
Pacify, or nego ate with, mischievous fey and sen ent flora.
Retrieve rare and valuable plant species.
THE EATEN ISLE
This once divine place is devoid of ra onal life a er a botched ritual. The isle’s epicenter now sinks into a magical abyss.
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Raid the monasteries of the banished Divine Rulers.
Ba le unholy beasts.
Reclaim celes al relics.
AIDEN
This military confederacy repels the Hollow Queen’s monstrous army from an ancient for fied wall that divides the dark
con nent. The Red Blades, the na on’s elite troops, perform daring raids deep into enemy territory.
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Defending the wall during a siege,
Slaying tanic creatures.
Hun ng down monsters that stalk the sewers or breach the wall.
HOLLOW QUEEN’S KINGDOM
The ci zens of Calian were warped into twisted demons and wretches, and their glorious queen reduced to a miserable
and spiteful creature. She commits her ‘children’ to a relentless a ack on civilisa on. Only Aiden stops the advance. Her
Beloved disguise themselves among the influen al and the powerful, seeking to weaken the resolve of opposing states.
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Scavenging a city long lost to monstrous hordes.
Rescuing soldiers of Aiden.
Seeking the counsel of Dark Magi.
WISTFUL DARK HISTORIES:
FORSAKEN WANDERER
You are an orphaned vagabond and have spent most of your life crawling in the darkness. This is where you
developed your survival strategies.
Purviews
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Staying unseen and unheard.
Bending so you don’t break.
Succeeding in desperate mes.
BLIGHT RAIDER
You were a bandit in the Mana Blight, ruthlessly taking what you needed, and perhaps a bit more. You’ve le
that life behind, but the poisoned land has hardened your soul.
Purviews
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
Swi and ruthless ac on.
Ge ng out of tricky situa ons.
Taking what isn’t yours.
SHADOW LANDS NOMAD
You lived among a small troupe, wandering from place to place to avoid demons and scrounge for food. It was a
hard life, but you were not alone, and you valued that.
Purviews
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S cking together at all costs.
Caring for those important to you.
Pulling your weight.
NIGHTWALL YEOMAN
You lived on the edge of a Star Shard’s glow. From there, you observed the Shadowed Lands and learned to
defend yourself from what emerged from the dark.
Purviews
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
Spo ng what hides in the darkness.
Staying focused, even while rushing.
Finding a weak point.
STARLIGHT FARMER
You toiled in the fields that flourished in the light of the Star Shards, harves ng food for yourself and the
wealthier residents of the realm.
Purviews
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Sor ng the good soil from the bad.
Persevering when you ought to.
Empathy for all living creatures.
GUILD AGENT
Raised and trained as an ar san, shopkeeper, or tavern worker, you are well versed in the hustle and bustle of
Shard’s ci es. You joined the regional guild to travel the world.
Purviews
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
Making and spo ng a good deal.
Working at a brisk pace.
Keeping others sa sfied.
TOWN GUARD
You’ve worked for the local constabulary. The job was a taxing one: chasing down miscreants, fending off stray
monsters, and interroga ng any suspicious travelers.
Purviews
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Seeing the truth of a situa on.
Throwing your weight around.
Powering through obstacles.
CELEBRATED ARTIST
You are a dabbler in several mediums, but talent was not enough to guarantee your success. You’ve also
mastered the art of shameless self-promo on.
Purviews
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
Crea ve Expression!
Making yourself seen and heard.
Apprecia ng the ar s c or symbolic.
MAGIA UNIVERSITY GRADUATE
You are an academic, studying one of the University of Magia’s numerous programs. It’s been demanding so
you’ve decided to take a gap year.
Purviews
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

Research and close study.
Pushing yourself to stay focused.
Recalling useful facts and trivia.
KNIGHT ERRANT
You have been knighted as the result of a grand and noteworthy deed, but now you have strayed from your
order to go on quests that you deem worthy.
Purviews
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

Forthright communica on.
Knowledge of vanquished evils.
Finding your courage.
SHARD STATE PATRICIAN
You were born into one of Shard’s noble families. Your privileged life is a prison of duty and expecta on. You seek
adventure and are in search of some much needed excitement.
Purviews
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Demanding the proper respect.
Knowledge of poli cal prac ce.
Stubborn, compe ve pride.
TWILIGHT MERIDIAN
On the cusp of dusk and dawn, the Twilight Meridian has no dominant land mass but is instead a series of diverse and
interrelated islands.
THE SEVEN HOLY ISLES
A glorious land of art, ingenuity and perpetual strife. While recently united under the banner of the Shogun, the
inhabitants s ll quarrel among each other constantly. In Meikyuu, The City of Paths, there are whispers of a Shinobi
rebellion.
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Undermine a local lord.
Ba le powerful dokabei sorcerers.
Flush out (or assist) Shinobi rebels.
NIGHT HAVEN
An ar ficial island constructed of Shade Iron and overrun with unearthly climbing flowers. The Duke of Red Roses, the
island’s immortal ruler, is charisma c and fair but there are suspicions about what goes on deep below the foreboding
Castle Thornbeauty. The Black Glove Cavaliers guard the Duke’s dark secrets from nosey cour ers.
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Assist the Black Glove Cavaliers with an inves ga on.
Thwart the numerous schemes of a malevolent immortal.
Plumb the catacombs beneath a city to find a missing scholar.
STAHLFELD
Much of Stahlfeld is do ed with ruins of the fallen Technocracy of the Gley, where drones wander over rust-covered
salvage yards. The few ci es that exist here are home to brave and ambi ous Junkers who make a prosperous, but risky,
living unearthing Techno-Relics. Most outsiders arrive via the eccentric Port Bevel and many gain employment via the
Helical Archive research facility.
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Find ancient technologies for theHelical Archive.
Destroy berserk war machines.
Bring ancient factories back online.
GALVANUS ARCHIPELAGO
Known as the land of the Eternal Dawn, and considered the most beau ful place in all of Outer World, Galvanus is a
series of prosperous islands that func on as a global trading hub. Natural beauty is marred by the ugly truths of
mercan le warfare and piracy. The region’s wealthiest reside in Por a the Prosperous and their luxurious palaces are said
to contain riches from far flung places.
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Run dangerous errands for a Merchant Scion.
Engage in mari me ba les with pirates and sea monsters.
Recover lost items from abandoned temples on behalf of a local Small God.
SUNKEN ISLES
Once considered a manifesta on of the Technocracy’s culture and benevolence, these floa ng ci es were a way to
expand their empire without conquest and conflict. The events of the 3rd Cataclysm le these constructs submerged.
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Make contact with strange undersea inhabitants.
Rescue fisherman from Sea Witches.
Explore a half-sunken fortress.
TWILIGHT MERIDIAN HISTORIES:
DISGRACED SCION
You were the heir to a premier merchant family, but your family’s fortune was lost or you were disowned. Now
you survive on nothing but your bi er memories.
Purviews
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Cunning trickery and deceit.
Desperate and drama c escape.
Damaging rumors and cruel gossip.
SHADOW SEA PIRATE
Hailing from the strange isle of Night Haven, you robbed the rich merchants naviga ng the Shadow Sea. A series
of misfortunes has le you without a ship or crew.
Purviews
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Keeping your head above water.
Naviga ng the unfamiliar.
Daring to be foolish.
ORPHANED SHINOBI
The Ninja Clans of the Seven Holy Isles are ruthless and secre ve. You were betrayed and your clan was
eliminated by the Shogun’s forces. You are the sole survivor.
Purviews
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

Remaining unno ced.
Old and strange secrets.
Paranoid awareness.
OLDTECH JUNKER
Your love of Oldtech has matured into prac cal knowledge. The salvage yards of Stahlfeld are your playground.
Where others see trash, you see treasure.
Purviews
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Picking your way through a mess.
Side-stepping catastrophe.
Tinkering and tooling about.
TWILIGHT SILK TAILOR
The Galvanus Peninsula is well known for its enchanted silks, and you used to weave it. You were surprised to
find your skills were transferable to a life of adventure.
Purviews
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
Understanding pa erns.
Extremely delicate handiwork.
An eye for color.
MEDICINE PEDDLER
You were a student of medicine on the Holy Isle. You travelled from place to place peddling remedies. Sales were
slow and adventuring seemed a more lucra ve voca on.
Purviews
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
Prac cal herbology.
Trea ng all kinds of wounds.
Ge ng a en on discreetly.
SHINING SEA FISHERMAN
You were raised in one of the many coastal villages of the Twilight Meridian. Here you were taught to read the
oceans and reap their plen ful bounty.
Purviews
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
Even-headed pa ence.
Knowing when the de is turning.
Using the right bait for the job.
PORTIAN UNIVERSITY GRADUATE
The famed school of the Galvanus Peninsula has a focused and demanding curriculum. Many students resort to
chea ng due to the compe ve ethos.
Purviews
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
Rushing at the last possible minute.
Prac cal know-how.
Working just enough.
MERCHANT SCION
You were born to one of the Galvanus Peninsula's aristocra c families, enjoying a life of plenty. You have the
means to seek opportunity in far off places.
Purviews
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

Ge ng the deal you want.
Levelling a cri cal eye.
Remaining unfazed
HOLY ISLE SAMURAI
As a member of the ruling class, you were expected to be a custodian of society. Your kind are elite warriors,
diplomats, and philosophers.
Purviews
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

Maintaining proper e que e.
Judging merit in another.
Respec ng ritual and tradi on.
ARCHIVE RESEARCHER
You were trained, and are currently employed by, Stahlfeld’s Helical Archive. You are a field agent sent to find and
return ancient technology to the Archive’s laboratories.
Purviews
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

Inves ga on and analysis.
Spo ng the unusual.
A working knowledge of ancient tech.
BLACK GLOVE CAVALIER
You are an aspiring member of Night Haven’s Black Glove order, an aristocra c organiza on dedicated to the
Profound Darkness. You have had dealings with dark creatures and powers.
Purviews
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
All ma ers concerning the Profound Darkness.
Knowing things you shouldn’t.
Deeply unse ling mannerisms.
BLAZING GARDEN
Bathed in the glory of the Sun Machine, the Blazing Garden is a bold and bombas c place full of larger-than-life
characters and creatures.
SOL ALLIANCE
Named a er the broken Sun Machine that hangs above, the alliance is unified by the uncompromising vision and might
of Emperor Regulus, the First Hero. The region is famed for its sparkling capital Aeon, the migh est city, and its legion of
ferocious young warriors.
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Nego ate with imperial agents.
Prove your worth in the Arena.
Seek out a unique tome in one of thevast libraries of the Alliance.
NO-FOLK LAND
Thanks to the colossal creatures that feed and roam freely in the region, No-Folk land is regarded as an inhospitable
place. Despite this, some enterprising individuals have managed to establish small se lements… only to find the
neighboring towns are only marginally more amiable than the wandering beasts.
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Turning the de in a border skirmish.
Hun ng down a legendary monster.
Stumbling upon an oddly abandoned treasure horde.
PRIDE COAST
This once small na on rose to prominence a er the arrival and assimila on of the Rai-Neko and their strange Startech
technology. Centered around Nyanko, the city that grew around the site of their crashed star vessel, it is a much more
orderly place than much of the Outer World, though many credit its stability to the region’s brutal jus ce system.
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
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Assist Startech Technicians with an experiment.
Deal with bandits and marauders.
Help ranchers round up some escaped Bumpos.
TAAGA
The final res ng place of the Dawn Dragon is a splendid land of lush greenery and clear waters. The region provides an
abundance of natural resources for the local allied clans, which gives them with trading leverage to rival even the
Galvanus Archipelago.
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

Act as escorts for a member of the Dragon Clan.
Protect a village from a wild drake.
Explore a long forgo en draconic shrine.
THUNDA SANDS
Home to the unruly but courageous Thunda Barbarians, the sands are revered as a place of true freedom and high
adventure. While you’ll find respite in one of the region’s oasis towns, you’ll have to contend with the blistering heat,
rampaging mechanical monsters, and the occasional resurrected Overlord.
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Ally with rowdy freedom fighters.
Wrangle even rowdier beasts.
Break into the stronghold of a powerful warlord.
BLAZING GARDEN HISTORIES:
KINLESS VAGRANT
You are from the con nent of Taaga, but you have no home there. Exiled or orphaned from family and purpose,
your existence is a hard and ruthless one.
Purviews
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
Finding what you need to survive.
Moving with quiet certainty.
Efficient analysis of a situa on.
MONSTER SLAYER
The gigan c beasts of your homeland leave a wake of destruc on behind them. You’ve sworn to stop them.
When you’re ready, you will return to honor your oath.
Purviews
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The lore of beasts.
Staying a step ahead of danger.
Finding a weak point.
STREET RAT
You’ve survived in the gu ers of the gli ering city, taking your chances and evading the law. Maybe bigger and
be er opportuni es await outside the city’s walls.
Purviews
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Keeping quiet and staying hidden.
Death-defying acroba cs.
Chicanery and general mischief.
THUNDA CLAN BARBARIAN
Named a er the deadly desert they call home, the Clan are a diverse group of nomads who’ll accept anyone who
pulls their weight. They’ve been your family up un l now.
Purviews
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Ge ng on with odd individuals.
Enduring the harshest condi ons.
Making yourself heard.
BEAST HANDLER
You grew up on a ranch or farm, where you trained and domes cated large creatures. To succeed you had to
become just as stubborn as the beasts you reared.
Purviews
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Handling things larger than you.
Keeping track of a large group.
Wearing down opposi on.
VILLAGE RUNNER
Smaller villages cannot afford the magical communica on systems of prosperous ci es. They depend on runners
like you to relay messages.
Purviews
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Pacing yourself to go the distance.
No cing the small things that maytrip you up.
Remembering the important stuff.
JUBILANT PERFORMER
You used to dance, sing, or play an instrument for the wealthy inhabitants of a busy city. You re of the current
culture and yearn to discover the forgo en songs.
Purviews
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
Ballads both ancient and new.
Keeping everyone smiling.
Pu ng on a good show
CITY SCRIVENER
Big ci es need official records, and you kept the books for a respected philosopher, general, or treasurer. You’ve
le the post, but haven’t forgo en the importance of note-taking.
Purviews
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
Absorbing a torrent of informa on.
Making precise notes and sketches.
Remembering important details
EMISSARY OF SOL
You preach the enlightened thinking of the revered masters of the Sol Alliance. You’ve now been given the duty
to spread these teachings across the Outer World.
Purviews
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
The lore of the Invincible Bright.
Grandiose speaking and mannerisms.
Recognizing and chas sing the duplicitous and unrighteous.
WYRM BLOODED
You are one of Taaga’s Lost Dragon Chosen, born on an auspicious date. Your kin met all your needs and the
ritual marks on your face remind you of their hopes and expecta ons.
Purviews
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Bearing the weight of responsibility.
No ng and understanding hierarchies of all kinds.
Respec ng rituals and tradi on.
HINTERLAND NOBLE
No-Folk’s Land is a contested area, do ed with pe y warring se lements. As a child of this fringe nobility, you
learned from the ruthless example of despots.
Purviews
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Radia ng quiet menace.
Rough but efficient leadership.
Being athle c when necessary.
STARTECH ADEPT
Nyanko is the legacy of the Rai-Neko and the technologies they bought to Outer World. You are among the
chosen expected to study and maintain these aging devices.
Purviews
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Working with any technology.
Analysis and troubleshoo ng.
Providing a reason for anything.
BURIED KINGDOM
ENTRANCES TO THE BURIED KINGDOM
Formal entrances to the Buried Kingdom can be found in the
and the Twilight Meridian, though many caverns and fissures also
the underground realm.
Wis ul Dark
connect to
OLD IRON
The industrious na on of Old Iron might well be the first na on of Outer World, it was established aeons ago by the
Dwarves a er the Creator’s departure. Its popula on grew larger and more diverse when refugees were driven from the
surface a er the 3rd Cataclysm, with these newcomers being quickly indoctrinated into the ways of this ancient
kingdom.
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Protect a train from New Ore Guerillas.
Destroy a menacing stone-beast.
Out a corrupt foreman.
NEW ORE
Established by Goblins seeking a new home a er the end of the 1st Aeon, New Ore is a free-wheeling society just a notch
above benevolent anarchy. New Ore has always taken in the lost and unwanted, and its popula on was varied even
before the Underland exodus that occurred at the end of the last age.
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Repatriate isolated civilians.
Assist civilians with community concerns.
Help tunnel diggers excavate an ancient structure.
THE TUNNELS
The contested railways and abandoned warrens betwixt Old Iron and New Ore are a perpetual ba lefield. The Tunnels
are home to a handful of unfortunates who are trapped between the two warring fac ons. There are claims that
longforgo en places are hidden away within this sprawling underworld labyrinth.
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

Help a lost child find their family.
Chase away strange and desperate monsters of the deep.
Seek out an ancient Tunnel Sage
LOST CRYSTAL
The land of Lost Crystal is filled with strange architecture and odd creatures you will find nowhere else. It is the home of
the eccentric Unterkin, who are the supposed architects of Promise. The few who have visited them o en comment on
how they manage to be both friendly and exceedingly unhelpful at the same me.
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Seek the assistance of an eccentric ar san or master cra er.
Defeat ‘nowhere’ creatures.
Search the immense crystal tomb of a fallen Unterkin.
MACHINE LABYRINTH
This maze of twisted steel and circuitry draws in junkers and adventurers like moths to flame. The Machine Labyrinth’s
roving ba le drones and shi ing architecture keep its secrets safe.
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

Capture a stray drone for study.
Do ba le with an extremely skilled War-Mechanoid.
Try to figure out where all those confounded passages actually lead.
BURIED KINGDOM HISTORIES:
TUNNEL CRAWLER
You have wandered alone in the dark corridors and dank caves of the Buried Kingdoms for some me. The
unusual habits you’ve developed can unse le regular folk.
Purviews
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Feeling your way through darkness.
Surviving with what’s available.
Empathy with oddness.
RUIN SCAVENGER
The sunken ci es and abandoned fortresses of the Underland are filled with valuable treasure. Valuable enough
that you’ve risked your life in order to claim it.
Purviews
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

Things le over from aeons past.
Moving through cramped areas.
No cing traps and other dangers.
WAR DESERTER
You once fought in the war between New Ore and Old Iron, but you’ve lost faith in the cause. You felt risking
your life was more wisely gambled on personal gain.
Purviews
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Depar ng without no ce.
Picking away to reveal a weakness.
Knowing when it’s me to go.
MOSS SCRAPER
While not par cularly hospitable, the Sea of Sludge coastline is rela vely peaceful. You grew up among the
resilient folk who carved out a simple existence there.
Purviews
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

Making even the repugnant palatable.
Ra oning what you need.
Keeping quiet and unno ced.
UNDERLAND SOLIDER
You fought in the esteemed ranks of the Old Iron Guard, or the admired Libera on Army of New Ore, enduring
the propaganda and danger that came with it.
Purviews
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

Rank and file conduct.
Keeping your gear maintained.
Staring down the enemy.
HONORED LABORER
You were employed in one of New Ore’s communes digging tunnels, repairing railways, or maintaining war
machines, whatever was needed.
Purviews
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Performing back-breaking labor.
Knowing the right tool for the job.
Keeping everyone going no ma er how grim it gets.
FORGE HAND
Of the cra ers of Old Iron, none are more honored than those who work with the very metal the na on is
named a er. You were an appren ce to such a master cra sman.
Purviews
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

Digging in and finishing your task.
Metal-working tools and weaponry.
Proper procedure and safety.
FIELD SAPPER
War in the Buried Kingdoms is o en fought between mechanized infantry in for fied tunnels. Your job was to
undermine the enemy’s gun emplacements, or thwart the advance of their death machines.
Purviews
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

The workings of war machines.
Ge ng behind enemy lines.
Spo ng a structural weakness.
RECORD ETCHER
The history of Old Iron is not kept on the delicate paper of the surface world! You etched important informa on
onto iron sheets to ensure it for future genera ons.
Purviews
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

Keeping track of every li le thing.
Making good on a grudge.
A steady, steady hand.
COMRADE AGITATOR
When the ci zens of New Ore strayed from their daily du es it was your job to loudly remind them of the
collec ve goals. When called for you’d exploit their guilt, fears, or anger.
Purviews
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

Working the crowd.
Making anything sound bad.
Reading the mood of the masses.
RESOLUTE OVERSEER
The na on of Old Iron is built on a founda on of hard gra . You were an overseer, an almost religious figure,
called on to ‘encourage’ flagging spirits or believers.
Purviews
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

Finding the nail that needs to be hammered down.
A stern, in mida ng glare.
Iden fying the most useful member of a group.
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