Saturday, 26 September 2026

20 Types of Outer World Towns (Setting)

There is a vast variety of settlements throughout Outer World. The most common of these are the small towns and remote villages that dot the landscape. Naturally each is unique, but many can be loosely grouped together thanks to a shared region and set of circumstances.

This entry features a list of 20 different sorts of small settlements one can find in Outer World. You can go check a specific entry on the list for inspiration, roll on the table to help kick-start settlement generation, or just have fun reading through it. Each entry has an introduction and a few potential adventure notes to keep in mind when designing a town of that type.

Random Town Table (roll d20 or Choose) 

Wistful Dark Towns

  1. Lantern Town (Shadowed Lands)

    • Built over the ruins of ancient Akenian structures, Lantern Towns are named for their various and often unorthodox methods of illumination as well as the order of knights that defend them. As rough as they are, they represent a mostly safe place in a very troubled land.
    • Notes: There is a loose network of Lantern Towns, all protected by the Knights of the Lantern. While they assist each other as best as their means allow, each must also work hard to protect and maintain their light-sources and may turn to adventurers for help with this task as the knights are stretched thin as it is.
  2. Walled Outpost (Aiden)

    • The land of Aiden is crawling with dangerous creatures, meaning even the smallest villages there require barriers of some kind if they are going to last. The people are grateful for them as they huddle about the bonfires that are so often the source of warmth and light for these outposts, with the strange noises from beyond the wall as a constant reminder as to why they are there.
    • Notes: Every outpost must live in worry that their neighbors will be routed or wiped out, leaving them to be surrounded by foes and left to starve - or worse. As the guards are nearly always exhausted, travelers may be offered whatever reward can be mustered to check on another Outpost that they've not heard from in some time.  
  3. Hidden Village (The Murk)

    • Folk who live in the Murk are rare (most are quite happy to leave it to the shapeless) and often crafty out of necessity. Their settlements are unobtrusive and out of the way, living around nature as opposed to on top of it. They have more idle time than one might expect, and usually dedicate it to learning a craft.
    • Notes: Many of those who live in the Murk have never been beyond the forest, but do have access to the Paw Post as many of its older couriers have permission from forest gods to pass from their domain into the Murk. They often have pen pals in far off places they may ask adventurers to help them visit. 
  4. Dungeon Town (The Hollow Queen’s Kingdom)

    • The Hollow Queen’s kingdom is a place of two extremes; deathly quiet and chaos. A strange sort of peace can be found in the abandoned crypts, temples and dungeons of ancient Calian.
    • Notes: The residents of these settlements will often include both folk and what one might normally refer to as abominations living in relative harmony. There might be a very old, lucid monster tending to one of these towns that can help the adventure team with some other quest.
  5. Night Wall Settlement (Kingdom of Shard)

    • While the Shard Cities are the core of the kingdom, they are supported by numerous villages that lay along the edge of a Star Shard’s light (colloquially referred to as “The Night Wall”). While these villagers tend to live happy, healthy lives, they are also constantly aware of the dangers that lurk just beyond the light.
    • Notes: A miscreant is using the perpetual fear of the darkness beyond the nightwall to deflect the blame for their misdeeds onto unseen beasts and demons. A group of newcomers might be just the people to finally flush out this ne'er-do-well.  

Twilight Meridian Towns

  1. Fishing Town (Galvanus Archipelago)

    • It is said that the merchant families of the Archipelago make it splendid, but the fishers keep it well fed. Fishing towns are a common sight along the coasts and beaches of just about every island.
    • Notes: An enormous being known as the "wise shelled one" passes by all the islands in the Achipelago once a year before finally stopping at Portia for a festival in his honor. Sometimes a fisher gets it in their head that they can ask him for a favor if they catch up with him on his trip, and isn't above asking for help to accomplish the task.
  2. Junker’s Whistle-Stop (Stahlfeld)

    • The numerous salvage yards and abandoned industrial centers in Stahlfeld are treasure troves to those with the right amount of skills and courage. It didn’t take long for groups of these folk to form communities nearby.
    • Notes:  A group of Junkers have unearthed an Armjoe and are now using it to boss around everyone in town. If only someone with a bit more muscle and magic was willing to stand up to those jerks...
  3. Shrine Village (Seven Holy Isles)

    • While the Celestial Order has long been disbanded and the Divine Rulers banished, numerous small gods have remained diligently at their posts. Many of these have found their shrines surrounded by folk willing to live and work with them for mutual prosperity and have seen several mortal generations come and go.
    • Notes: The small god that the town hosts is aware of one residents desire to travel and see the world thanks to hearing her quiet prayers to herself. The god wonders if some experienced and trustworthy adventurers might be able to escort her to the nearest port city...
  4. Crossroad Town (Night Haven) 

    • The sprawling manor cities of Night Haven are connected by Crossroad Towns, small settlements designed to allow for caravans to resupply and move through quickly. These are often bustling places, filled with hardworking and amiable people.
    • Notes: Black Glove Cavaliers have set up at the crossroads, inspecting every caravan extensively before letting anyone move along. Turns out, the youthful ward of one of Night Haven's lords is attempting to leave the island and the cavaliers are looking for them. Now will the adventure team turn them in or help them escape...?
  5. Resort Village (Galvani Archipelago)

    • Even the industrious archipelago takes a break here and there. Galvanus is dotted with numerous beautiful beaches, many of which have communities dedicated to keeping them pristine while profiting off wealthy vacationers.
    • Notes: The resort here happens to be hosting a Magi-Race and it turns out a local team had to drop out. The organizers are desperately seeking anyone to take the place of the absentee drivers. 

Blazing Garden Towns

  1. Dragon Tear Village (Taaga)

    • These settlements are founded by a wyrm, mostly so they have a peaceful home to return and rest at when their long journeys end. Young dragons and the wyrm blooded are trained at these villages, where they can hear wisdom from their ancient elders.
    • Notes: The village's wyrm progenitor has returned and fallen into a deep slumber. The residents grow worried as the days go on, and end up looking for outside help to see if the dragon can be roused.  
  2. Icon Town (Thunda Sands)

    • The Thunda Sands is not an overly hospitable place, though there are a fair amount of waterholes and springs where beasts and folk make their homes. Some of these were created thanks to 3rd Aeon weapons or other ancient creations piercing the ground in years past, which make for impressive, if potentially dangerous centerpieces for a settlement.
    • Notes:  A village built around an enormous Gleysian device is concerned when said contraption begins some sort of weeklong countdown. Those living there have no idea of what to do, so they'll take help from anywhere - even from travelers who just happen to be passing through.
  3. River Settlement (Sol Alliance)

    • Many towns in the Sol Alliance are built around the Deyanli - an expansive river protected by the ancient fish god Belugosh. Its water is incredibly potent, allowing these villages to flourish in an otherwise difficult region.
    • Notes: Tikuto is one such village! Check out the linked entry for more.
  4. Pride Coast Ranchero (Pride Coast)

    • The opportunistic folk of the Pride Coast have made the abundance of large creatures roaming the Blazing Garden into a resource by corralling and raising them as livestock. Small ranching towns are a fairly common sight in the area.
    • Notes: Shucks! Some Rokko-do's escaped the ranch and the farmhands have gotten injured trying to catch them. Certainly some clever adventurers can help round them up for a proper reward.
  5. Rural Burg (No-Folk’s Land)

    • The dangerous forests and monster filled landscape of No-Folk’s Land is broken up by independent communities that seem to rise (and too often, fall) with unnerving regularity.
    • Notes:  A local group of monster slayers has gone missing after tracking down a particularly dangerous colossal beast that has been seen near the town. The villagers will reach out to anyone who seems like they might be able to help find them due to their concern for their fellows (and worry that monster is still wandering around out there).

Buried Kingdom Towns

  1. Industry Settlement (Old Iron)

    • The enormous, ever growing capital of Old Iron is supported by numerous surrounding communities dedicated to the manufacture of various indistinguishable mechanical parts.
    • Notes: Some of the workers have discovered a valuable relic in one of the village's workstations. Not wanting it to be confiscated by the foreman, they might sell to the adventure team for a relatively cheap (but not insignificant) price. Though this does mean the player characters will have to be careful smuggling it out!
  2. Paradigm Commune (New Ore)

    • New Ore often endorses small experimental communities that focus on one aspect of the Great Paradigm, such as art, underland agriculture, or repurposed industry. This is in hopes that the commune will one day grow or combine with others like it to form large cities.
    • Notes: An ancient structure unrelated to the commune's purpose has been discovered underneath the town. As no one there is prepared to deal with what secrets (and dangers) it might hold, it's decided that outsiders should be consulted for assistance. Preferable well armed, magically inclined ones.
  3. Tunnel Alcove (The Tunnels)

    • The Tunnels are filled with twists and turns and more than a few spacious dead ends. These places end up as homes for those with nowhere left to go. Deserters, refugees, and other outcasts carve homes in the walls and life from debris.
    • Notes: A burrowing monster has been menacing the town, thanks to being able to freely move in the cramped tunnels and strike without warning. The town can't offer much for outside assistance, but they would be very grateful. 
  4. Rusty Rail Town (The Tunnels)

    • While Old Iron, New Ore, and numerous other factions and odd creatures are constantly fighting over control of the few functioning railways, abandoned ones make for good hideouts for those willing to live their live by the sword or wrench.
    • Notes: A former solider staying here wishes to get to the surface in search of a fresh start. They can assist the party as a Custrel for as long as it takes for them to get out of the Buried Kingdoms (and perhaps longer, if they are recruited).
  5. Scrap Pit (Machine Labyrinth)

    • Most people of Outer World don’t know the Machine Labyrinth even exists. It is a hostile place, bristling with odd technologies and berserk drones. How anyone else end up living here is a mystery, but those trapped here make do, finding a safe place among the junk to live.
    • Notes: It's not likely the adventure team entered the Machine Labyrinth on purpose, instead braving its dangers and finding this place as a rare spot of relative safety and quiet. Those living here know of a quick, but very dangerous way out of the terrible maze they live in. 

Saturday, 12 September 2026

Magibin (Freebie, Adversary)

MAGIBIN

Dangerous Magic Mite


  Introduction

  • The magic of a powerful spell caster can linger after their passing. Occasionally a bit of desire or malice will attach to these arcane fragments and cause them to form into mischievous mage that's more dangerous than it seems.  

    Magibin are stubby humanoids clothed in oversized robes and hats whose only notable features are a pair of brightly glowing eyes.

Menace Level

  • Mega-Boss

Rank

  • 8

Home Region/Habitat

  • Magibin often form in towers, archives, ruins, really anywhere a powerful wizard, sorcerer or witch might have dwelt in. They don't always remain in these places though.

Aptitudes (Clever, Swift, Annoying: +3 Insight, -2 Aura)

Primary Aptitudes: Insight, Deftness, Grit

Secondary Aptitudes: Might, Aura

  • Might [8] -1 (small)

  • Deftness [13] (+1 small)

  • Grit [11]

  • Insight [14]

  • Aura [8]

Combat Values

  • Hearts [5]

  • Attack [+6]

  • Speed [Normal]

  • Defense Rating [15] (Spell Form, Small)

Adversary Info

  • Type: Monster, Manifestation

  • Size: Small
  • Allegiance: Twilight (2 Bright, 2 Dark)

 

Abilities

Conjured Corpus (Basic, Magic)

Magibin are diminutive entities formed of spell fragments, desire, and whimsical malice.

  • Magibin can only be harmed by weapons made of Magical Materials or by Magical Abilities.
  • +4 Defense Rating
  • Magibin have an Edge on all Insight Rolls. 
  • The Sage Ability Demystify (and other, similar effects, at GM's discretion) can destroy a Magibin instantly if successfully used against this Ability. This will always be contested against the Magibin's Insight.

 

Bothersome Blink (Legendary, Magic)

Magibins don't move it he same way other creatures do, instead they seem to vanish and reappear elsewhere at will.

  • Magibin are capable of short-range teleportation in addition to normal movement. When utilizing it they can move to an adjacent area and ignore the concerns of terrain, such as the Isolated and Precarious Battlefield Conditions. The one exception is that they need solid ground to teleport onto. 
  • If the Magibin is successfully struck by an Attack (or other instance requiring an Attack Roll) they may make a Deftness Check. On a success, they reflexively blink to an adjacent area and avoid harm.
  • This Ability also grants the Magibin an Edge on Deftness rolls for getting out of the way of danger, such dodging a grenade. 
  • Grants 1 Bright Allegiance 
  • GM Note: This is a powerful Ability. Players can and should try to get clever to mitigate it (such as using Reaction actions to try and catch a teleporting Magibin unaware).

 

Hocus Hijack (Legendary, Magic)
Redirecting someone else's spells is really quite simple if you're mostly made of the same stuff.
  • Magibin may attempt a hijack whenever someone hostile targets them with a magical Ability that calls for a contest and inflicts an undesired effect. 
  • This incurs a contest between the Magibin's Insight and the Ability user's Aura.
    • Success: If the Magibin wins the contest, they may choose someone within 2 Areas of them (including the original user of the Ability). The use of the Ability is then resolved normally, save for it now affects the Magibin's chosen target instead of them.
  • Grants 1 Bright Allegiance 

 

Wizardly Wrack (Legendary, Magic)

With a flick of the wrist Magibin can violently agitate the mana in an area, creating a rather chaotic shockwave.

  • Magibin may use this ability to target a battlefield area up to 2 areas away from them. This incurs a contest between the Magibin's Insight and the occupants of that area's Deftness.
    • Success: Those who lose the the contest against the Magibin take a Heart of damage and are inflicted with a random Jinx. This lasts for 24 hours. 
    • Those already suffering from a Jinx simply take an additional Heart of damage instead. 
  • Magibin cannot use Wizardly Wrack 2 turns in a row. It takes a bit for their own mana to settle down. 
  • The Magibin themselves are immune to this ability, so they may use it on the area they occupy without risk.
  • Grants 1 Dark Allegiance 

 

Tricky Transmutation (Basic, Magic)

A wave of the hand and a wicked giggle can make an enemy's trusted tools into a liability.

  • Magibin may target an enemy up to 2 areas away from them with this ability. This incurs a contest between the Magibin's Insight and the target's Aura.
    • Success: If the Magibin wins the contest, they may choose one piece of gear carried by the target that is visible and not stashed away somehow. They may change the chosen item into another piece of gear in the same category. For example, they could change a Standard Weapon into a Mighty Weapon or a Grenade into a Bomb.
    • Items changed this way revert back in 24 hours, or upon the Magibin's destruction. 
  • This ability cannot alter items crafted from magical materials.
  • Grants 1 Dark Allegiance 
 

Communication Methods

  • Magibin are able to speak Bright Speech and Dark Tongue. They understand these languages in addition to Low Speech.

Tactics

  • With their strange array of magical powers, Magibin like to draw things out with their defensive abilities and sow chaos. They are big fans of hindering opponents by altering their gear into something they can't use (for example, making a Raider's armor go from light to superheavy, or making the sneak's concealed weapon into a cumbersome mighty weapon). Since they can target enemies from a good distance, they use their Bothersome Blink to keep away from their foes and retreat if things go badly for them.

Yield

  • If slain, Magibin crumble into 3 Units of Arcane Powder (Core Rules, PG 290)

Miscellaneous

  • Indicators -  A strange crackling in the air, high pitched laughter, distorted looking items strewn about.

  • Roleplaying Notes - As beings of pure magic, Magibin are not operating on motivations or morality that the folk can comprehend. For the most part, they just want to make trouble and watch the fun: they are childlike in both a whimsical and wicked way.

  • Customization  -  Certain Magibin may cause Odditis symptoms with their Wizardly Wrack ability rather than Jinxes. Some might have Heretic or Sage Abilities as well.

Random Encounter Reaction

  • Friendly/Benign (1-5) - This Magibin is listlessly using their magic to change a stray pebble into other shapes. They ask the adventure team to show them something fun - if they acquiesce, the Magibin will clap and leave them alone, perhaps even perform a favor for them. If they don't, they may turn hostile to stave off further boredom.

  • Indifferent/Wary (6-13) - The adventure team comes across a Magibin searching high and low for their companion (another Magibin or Adversary of your choice) as the pair are entertaining themselves with a game of hide and seek. Once the Magibin interacts with the team, the other pops up and declares them the loser. If the party cannot settle the ensuing argument, they'll get blamed for it and have a fight on their hands.

  • Hostile/Bloodthirsty (14-20) - A Magibin suddenly appears in front of the adventure team and attacks. They were waiting nearby and are attempting an ambush (Core Rules, PG 252) because they think one of the characters is annoying for some innocuous reason, likely their quirk or one of their traits.

Variants and Related Entries

Replacing Conjured Corpus with a Species Ability can create a chaos magic using wizard of sorts.

Friday, 28 August 2026

High on the Hog (Freebie, Species)

I asked our discord to vote on the next blog topic and a new playable species won out, so this week on the blog I'm sharing these lovely folks who were originally intended for the core rulebook but ended up being taken out for the purposes of space and flow. 
 


PORC 

A proud and piggish people whose exuberance charms as often as it gets them into trouble. Whether a porc is trendsetting or starting a fight, they are wont to leave their mark wherever they go.

Physiology: Porcine humanoids with distinct snouts and broad builds, porcs also have a lot of varied traits. They might sport fur, tusks, or fantastic heads of hair as well.

Demeanor: Gusto is perhaps the most commonly exalted trait among Porcs. Most try to make the most of each and every day, though this takes many different forms. They might be the life of the party, refined connoisseurs of the arts, or enthusiastic warriors eagerly seeking their next great battle. There is a thin line between a typical porc being a delight or a menace.

Outlook:

  • If your glass is half empty, hurry it up and drink the rest!
  • Beauty is in the eye of the beholder. Sometimes you may need to give it a black eye, though.
  • There is no virtue in putting up with something that's only drags down your spirits.
  • Life is the finest dish, so everything you do deserves a bit of garnish.
  • Never trust anyone you wouldn't carouse with. 


History: Much like the gadabovids and mundymutts, porcs have lived in the Blazing Garden for quite some time, mostly in the region now known as No-Folk's Land. The 4th Aeon has seen them more actively migrate outwards, because while their homeland remains a land of plenty, it's also filled with enough dangers that many of them didn't care to stick around.

Adventurers: Porcs often set off on journeys to seek out thrills, excitement, and new joys to experience. While most are happy to settle somewhere that provides, there are some with appetites that can't be satiated who continue adventuring instead.

They can be a lot to handle at times, but their enthusiasm can often pull their adventure team through rough times.

Typical Names: Porc given names are intended as enthusiastic exclamations, while family names lean towards a shared passion or object of adoration. 

Examples: Glorio Banquet, Huzza Fontaine, Snorts Sailing, Missy Finery, Deary Theater 

 
Quirks: Inheritor Species

 

Species Size

Porcs are comparable in size to a typical human, but a bit shorter and more robust.

  • You are a Medium Species.

Innate Ability

 

Goodly Gourmand

Porc's often try to live life to the fullest. One way this manifests is their love of good food and drink.

  • During a fight, you can use your action to inhale a day's worth of rations to restore 1 lost heart.
  • If you also have the Big Eater Quirk, you may restore 2 lost hearts instead. You may only do this once every 24 hours, however. 

 

Maturative Ability

 

Boarish Affront

Among porcs there are those who've mastered the art of particularly cutting barbs. You happen to be one of them.

  • You may take a Turn to berate and insult a target within 1 area of you.
    • Requires an Contest: Your and the Target's Aura
    • If you succeed, the target becomes Dispirited. This can be dealt with normally or when the conflict at hand ends.
  • This Ability may only be used once per combat or other perilous situation. Even the most witty of insults are dulled after repeated attempts. 

Friday, 14 August 2026

Amidst the giants (Setting)

The Unclaimed Land 

The stretch of continent now known as No-Folk Land has always been lush and arable. In the preceding Aeons it was the primary source of food for the Sol Alliance, cultivated by utilizing ancient magic to ensure bountiful harvests. The breaking of the Sun Machine and subsequent decline of the alliance's power changed this. 

It earned its current name after being subject to eternal daylight and deprived of workers and soldiers who would have its fields tended and protected from the enormous beasts of the region for generations. Immense creatures that had been driven into isolation soon congregated in the area, feasting on the unguarded bounty now lying there. Old, unmaintained rituals built up magic and ran wild, accelerating the growth of the flora and even altering it dangerously in some cases. Those that had been left behind there were in a perilous situation indeed.

But if there is one constant truth of the folk it is that they always find a way to survive. They gathered as best they could, learning how to live around the beasts, what food was still safe to eat, and where they could settle safely. The famous Knights of the Open Road were born from these efforts. While it is not an easy life, those native to No-Folk Land still manage to thrive in it.

A certain ruthlessness comes from this state, and it is likely why the area has no true centralized power. Settlements tend to be wary of each other and very territorial. While the occasional warlord or noble might try for a bit of conquest, seldom get very far before their ambitions are halted by a similarly minded neighbor or the maw of a great beast.

 


The Monster Slayers

There are a great many efforts that maintain the livelihood of those living in No-Folk Land. Runners that are integral to communication, those who hunt and gather food, wise ones who help guide important decisions, and so forth. The most famous among them are the Monster Slayers, who are renowned throughout Outer World for facing the equally famous giant beasts of the region with skill and courage that is unmatched by any other warriors known among the folk.

So great is their reputation that fighters from all corners of Outer World come to seek their advice. A somewhat satirical song about a stony-faced general from Aiden facing numerous slapstick hardships while traveling all the way to No-Folk Land has only made the slayers all the more notorious by exaggerating their many deeds for comedic effect.

Of course, the truth is less gleaming. Survivorship bias means that the slayers with high mana affinity who return after multiple clashes with those terrible creatures are far more talked about than the many who perish during their very first confrontation with one. Those that have tried to point this out are often scolded for being killjoys.

Friday, 31 July 2026

It's Dangerous to go alone: Random Standard Weapons (FREEBIE)

An adventurer's starting gear varies a lot in BREAK!!, with numerous factors from character creation influencing it. There are two things that everyone enters a saga with no matter what: a functional outfit (literally the clothes on your back) and a Standard Weapon.

This Standard Weapon is left undefined so that players can make it fit their character. Is it a simple hatchet the grabbed when first leaving home? A notched blade discarded from a relative who worked as a mercenary? As long as it fits within the confines of the rules, it could really be anything.

But of course, sometimes people like a little added inspiration. So if you would like to roll for a Standard Weapon (or would just like a bit of extra inspiration), here's a random table for just that.

STANDARD WEAPON (D20 Roll)
1-2: Wooden Sword: A surprisingly solid training sword, likely handed off to an adventurer by someone concerned and elderly. It's better than nothing, at least.
3-4: Broken Mage-Lance: These ancient weapons were used by Akenian forces during the 3rd Cataclysm. A less refined version of the Magi-Gunblade, time has worn away the machinery required to utilize spell canisters. It's now little better than an improvised club.
5-6: Tuskfish Spear: A very simple spear made by attaching the spines of a Tuskfish to walking stick. Often kept by Blazing Garden fishers who want something on hand in case they encounter an ornery beast.
7-8: Fighting Pipe: These weighted pipes come from the Seven Holy Isles, enjoyed by warriors who like to always have a weapon on hand without spoiling the mood when smoking peacefully. These have also recently become quite popular among the Knights of the Sacred Chain, prompting imports to Shard.
9-10: Tunnel Mallet: An umbrella term for the small hammers moss scrapers carry with them when exploring the tunnel. They are usually lashed together hastily and don't look like much, but a hit from them is as good as any other.
11-12: Screwy Spanner: A large tool intended to take apart gadgets and devices that's been bent too out of shape for its original use. Fortunately, it's heavy enough to be used to wallop someone in this sorry state.
13-14: Ornamental Shortblade: Wealthy youths tend to carry simple, decorated swords to show off their station and bravado. Just about every locale has its own designs, and nearly all of them are left dinged up and discarded if used even one proper battle.
15-16: Discarded Sage-Staff: One of the first things Sages learn is how to properly make a staff to use in their casting. Their earliest attempts are often sturdy but unsuitable for magic due to minor flaws. These are usually given to friends and family who could use a walking stick.
17-18: Stem-Seed Hatchet: These crude axes are usually made from what's left when groups harvest the giant fruits and the like. They still chop things just fine even if they are a bit silly looking.
19-20: Saint Sword Prop: A somewhat stubby replica of the famed sword Gran-Edge. While its impressive looking from far away and sturdier than one might expect, its utterly banal nature is obvious upon inspection. It originates from the Otherworld, and is apparently used in an activity known as "cosplay".