Braided Shore: A Mini-guide for Travellers
There are many layers to the making of Book of Travels, and while weve shared a lot about game mechanics, our processes and our team, few posts have touched on the world that will soon be yours to explore. Here we share a little outline of the region - just enough to help a newcomer get their bearings but not too much to dampen the curious spirit. We hope your interest is piqued and wed love to hear your thoughts!
Braided Shore is the western peninsula of a large uncharted land mass to the east. This fertile region is largely divided in two by a stretch of sea called The Verve, and the entire land mass is characterised by its many waterways, islands and rugged shorelines. Flora and fauna proliferate across the regions fertile and undulating landscape. Mineral deposits are plentiful, however none have proven of the quality to match Master Iron, the material that comprises the regions inherited industrial infrastructure (see below). Small desert areas provide the only sand in Braided Shore, and as it is unsuited to glass making, the domestic life of its inhabitants is one without glass panes or vessels (although some imported items can be found). The regional climate is very temperate, with cold spells being incredibly rare and the notorious local winds being mainly warm. Braided Shore is separated from its eastern neighbour by cliffs, rapids and an ancient wall; the region beyond it is uncharted.
Visitors to Braided Shore have made observations that give clues to something of its past. The rudimentary industrial infrastructure points to a legacy left by inhabitants who lived in a culture marked by a moderate degree of manufacture and travel. These mechanical relics and the mechanised society that produced them are the subject of much research, but at present, remains little understood by todays inhabitants. Machine parts, made of a foreign material known as Master Iron, have never been replicated or reworked. Thought to come after the Machine Age is the Varhim period, the key artefacts of which are a scattering of busts made of an unknown composite. The busts and their shadow are considered bad portents and so remain untouched. Several large structures sharing similar sculptural characteristics are also attributed to the Varhim era. Most scholars agree that it was the Varhim era that saw the destruction of much of Braided Shores industrial infrastructure, although contradictory theories also abound. The current people of Braided Shore are known as Asken. The Ancestors of the Asken folk are said to have arrived as boat dwellers, bringing with them a practice of complex knot crafting. The name Braided Shore was given to the land by these people whose search for a homeland brought with it a yearning for the order and harmony symbolised in braids.
The spoken language of the area is known by the locals as Elskeni, and since The Age of Halzhaan, the languages of the Malku Su and Selke have been widely spoken and can be studied in the regions college in the north west. Elsken syntax and orthography is formed by a symbolic language of knots thought to be the primary means of communication used by the first settlers who, both young and boat-bound, were without the means and methods to develop the writing skills of their forebears. Knot tying as a practice of both magic ritual and communication remains at the heart of culture in Braided Shore and a small iconography of common knot sentiments can be found across the land. Visitors to Braided Shore may glimpse a little of the lives of its folk in the fragments of knots that can be found dropped around the place, lost or kept for recycling.
Spirits and mystical beings abound in Braided Shore, all greatly varying in number and character. Sefra are the most powerful of all spirit beings and have, over time, entered into cordial relations with the Asken people, mediating their relationship through especially chosen individuals known as Voices. Sefra are large and elusive beings known for their erratic moods but who work with communities to assist in council and community decisions. Other ethereal beasts include the shape-shifting Omin, chilling Mares, the Kettem wind spirit and a mischievous storm child spirit called Little Lilit. Phantom fires and energy draining spirits of wanderers, ghost dogs and rail walkers also inhabit the peninsula. ------ Much of Braided Shore is yet to be known, and we are all very excited to learn the findings and theories of future Travellers! In the meantime, we'd love to hear your stories of travels to unusual places and your views on Braided Shore right here in the comments... Best Wishes, Helen and the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
[ 2021-03-05 17:47:52 CET ] [ Original post ]
Dearest Travellers,
There are many layers to the making of Book of Travels, and while weve shared a lot about game mechanics, our processes and our team, few posts have touched on the world that will soon be yours to explore. Here we share a little outline of the region - just enough to help a newcomer get their bearings but not too much to dampen the curious spirit. We hope your interest is piqued and wed love to hear your thoughts!
Geography and climate
Braided Shore is the western peninsula of a large uncharted land mass to the east. This fertile region is largely divided in two by a stretch of sea called The Verve, and the entire land mass is characterised by its many waterways, islands and rugged shorelines. Flora and fauna proliferate across the regions fertile and undulating landscape. Mineral deposits are plentiful, however none have proven of the quality to match Master Iron, the material that comprises the regions inherited industrial infrastructure (see below). Small desert areas provide the only sand in Braided Shore, and as it is unsuited to glass making, the domestic life of its inhabitants is one without glass panes or vessels (although some imported items can be found). The regional climate is very temperate, with cold spells being incredibly rare and the notorious local winds being mainly warm. Braided Shore is separated from its eastern neighbour by cliffs, rapids and an ancient wall; the region beyond it is uncharted.
Key historic periods
Visitors to Braided Shore have made observations that give clues to something of its past. The rudimentary industrial infrastructure points to a legacy left by inhabitants who lived in a culture marked by a moderate degree of manufacture and travel. These mechanical relics and the mechanised society that produced them are the subject of much research, but at present, remains little understood by todays inhabitants. Machine parts, made of a foreign material known as Master Iron, have never been replicated or reworked. Thought to come after the Machine Age is the Varhim period, the key artefacts of which are a scattering of busts made of an unknown composite. The busts and their shadow are considered bad portents and so remain untouched. Several large structures sharing similar sculptural characteristics are also attributed to the Varhim era. Most scholars agree that it was the Varhim era that saw the destruction of much of Braided Shores industrial infrastructure, although contradictory theories also abound. The current people of Braided Shore are known as Asken. The Ancestors of the Asken folk are said to have arrived as boat dwellers, bringing with them a practice of complex knot crafting. The name Braided Shore was given to the land by these people whose search for a homeland brought with it a yearning for the order and harmony symbolised in braids.
Language
The spoken language of the area is known by the locals as Elskeni, and since The Age of Halzhaan, the languages of the Malku Su and Selke have been widely spoken and can be studied in the regions college in the north west. Elsken syntax and orthography is formed by a symbolic language of knots thought to be the primary means of communication used by the first settlers who, both young and boat-bound, were without the means and methods to develop the writing skills of their forebears. Knot tying as a practice of both magic ritual and communication remains at the heart of culture in Braided Shore and a small iconography of common knot sentiments can be found across the land. Visitors to Braided Shore may glimpse a little of the lives of its folk in the fragments of knots that can be found dropped around the place, lost or kept for recycling.
Sefra and spirits
Spirits and mystical beings abound in Braided Shore, all greatly varying in number and character. Sefra are the most powerful of all spirit beings and have, over time, entered into cordial relations with the Asken people, mediating their relationship through especially chosen individuals known as Voices. Sefra are large and elusive beings known for their erratic moods but who work with communities to assist in council and community decisions. Other ethereal beasts include the shape-shifting Omin, chilling Mares, the Kettem wind spirit and a mischievous storm child spirit called Little Lilit. Phantom fires and energy draining spirits of wanderers, ghost dogs and rail walkers also inhabit the peninsula. ------ Much of Braided Shore is yet to be known, and we are all very excited to learn the findings and theories of future Travellers! In the meantime, we'd love to hear your stories of travels to unusual places and your views on Braided Shore right here in the comments... Best Wishes, Helen and the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
Book of Travels
Might and Delight
Might and Delight
2021-10-11
RPG MMO
Game News Posts 134
🎹🖱️Keyboard + Mouse
Very Positive
(1410 reviews)
http://www.tmorpg.com
https://store.steampowered.com/app/1152340 
Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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