Community Atlas - Ezrute - Brukon Region

For countless days, my eyes have lingered on the wondrous map of Shessar, tracing its rivers and mountains with eager fingers. How many nights have I dreamed of setting foot on its fabled lands? At last, the winds have answered my silent wish, carrying me across restless waters to its shores.

Today, I have landed on the humid green plains of Brukon, where our journey will begin. The air is cold, bitterly cold with the scent of salt and earth, and the whispers of unknown adventures stir within me.


Cheers 😎

Royal ScribeKevinLautar85

Comments

  • edited March 23

    Although the map was completed relatively quickly, it took me a little longer to introduce the fertile and flooded Brukon plain. I wanted to fit two important elements as best as possible: to the north, the Skolt region, drawn by @Quenten , and to the south, what I assume is the fertile valley described by the first cartographer, @Shessar. This valley, surrounded by a frozen environment, stands out as a rare producer of fresh food in this inhospitable continent...

    But for that I needed a minimal, somewhat mysterious reason without revealing too much information about the why or how of its existence.

    Cheers

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    ezrute - Brukon Zone 350 miles horizontal x 150 miles vertical.FCW
    76.83 KB


    Brukon: The Valley of Conquest

    1. Origins and Conflict

    The region of Brukon as we know it today was born from the desire for expansion of the lords and settlers of Skolt, a city located to the north, and their desire to seek more pastures. The journey south revealed a valley of brutal beauty, full of fertile grasslands and abundant pure water.

    In the heart of this new land, where the Jorvund River meets its tributary Heskal, the city of Brukostad arose, the largest and busiest in the region. In the beginning, the settlements fought against a fierce enemy: the semi-nomadic orc tribes, who for centuries roamed these lands, guided by the rains and the seasons. The war between the settlers and the orcs was bloody, and every inch of land was conquered with sweat, blood and tears. The technological superiority of the men who came from the North, combined with Skolt's support, ensured victory, forcing the orcs to migrate eastwards towards the Coloured Hills, a region of rock formations rich in minerals. But the fighting did not end with the war. The memories of the massacre, of the burned villages and of the fallen warriors are a burden passed down from generation to generation, both among the settlers and especially among the orcs.


    2. Flora and Fauna

    Brukon's nature is both wild and magnificent. Pine forests cover the hills to the west, while weeping willows bend along the rivers. In the mild summer, fields of brightly coloured and hardy windflowers colour the green plains with abundant pasture.

    In addition to the direwolves and grizzly bears, there are the Grakuls, enormous birds that fly over the rivers, diving like spears to catch fish. There are also the mysterious White Wyverns, serpents with icy scales that are said to hiss in the wind before attacking.

    Along the right bank of the Jorvund River, a vast swamp stretches, always shrouded in mist, where the Ruins of Khaz-Midra are hidden. The remains of an ancient city, its buildings are crumbling domes and arches carved with complex geometric patterns. Towers now tumbled down are entangled with vines and roots, while half-submerged columns emerge from the muddy waters. It is said that this place was built by a forgotten civilization and is guarded by creatures with luminescent eyes that prowl the flooded alleys.


    3. Hardships and Adaptation

    In the early years, life in Brukon was a constant test. The biting cold of winter reduced the strongest to weakness. Without sturdy buildings, many families succumbed to the harshness of the season, with their frozen bodies only being discovered in the spring.

    Giant wolves attacked in the dead of night, hunting animals and sometimes breaking into huts to devour the inhabitants. Worse creatures lurked in the darkness: the Skaugs, snow creatures with glowing eyes and razor-sharp claws, carried off animals, children and lone travelers. Some nights, distant screams could be heard as a premonition of imminent death.

    Throughout the early years, hunger was a constant companion. The first harvests were scarce and the solution came with time: the raising of Swamp Cattle, pigs and the cultivation of black wheat, a cereal resistant to the cold. Hunters became essential, bringing in meat from moose, hares and the dangerous grizzly bear, a ferocious predator that could wipe out an entire village if provoked.


    4. Daily Life, Customs and Culture

    The people of Brukon have inherited many customs from their northern ancestors. They live in large communal halls, where they celebrate their achievements, tell stories and share food. Hospitality is sacred: refusing shelter to a traveler during the winter is considered a serious offense.

    Honor and strength are highly valued. Young men go through rites of passage, hunting their first prey or dueling in training arenas. Women play an active role in society, being able to fight, run businesses and even govern villages. The concept of revenge is also strong, with family disputes lasting generations.

    Festivals are marked by the consumption of fermented drinks, roasting meat and dancing around bonfires. During the Dawn Festival, which celebrates the end of winter, there are competitions of strength, hunting and races on the ice. The music is melodious and joyful, composed of rustic drums and flutes.

    Despite the hardships of life, the inhabitants of Brukon are resilient, forged by cold and adversity. They know that between the merciless nature, the vengeful orcs, wild beasts and political instability, only the strong will survive to tell their tale.


    5. Economy in Brukon

    Although marked by natural challenges, the financial situation has flourished over the generations, sustaining not only the local villages but also supplying Skolt and other northern towns with essential resources.

    5.1 Livestock

    The vast wetlands of Brukon are an ideal environment for raising livestock adapted to the muddy soil and seasonal flooding. The Marsh Cattle are a mainstay of the local economy. Strong and resilient, this breed of cattle can forage in semi-flooded terrain, thriving where other animals would not. Their fatty milk is the basis for the famous Marsh Cheese (or “Stink Cheese” as the locals joke), a product with an intense flavor and strong odor that is both a staple food and a delicacy exported to Skolt and beyond.

    Marsh Pigs, descendants of domesticated wild boars, supplement the livestock economy. Their rustic and tasty meat is highly prized in Brukostad, and is made into sausages and cured meats that sustain the locals during the long winters. Since they feed on anything else they can find, they are easy to raise and require little maintenance, making them a valuable resource for the region’s farmers.

    5.2 Agriculture

    Although livestock and mining are the main economic forces in Brukon, there is one agricultural crop that has become vital to the region’s livelihood and commerce: Black Wheat. This hardy variety, with its dark color and hard grains, is one of the few that can thrive in the cold, moist soil of the plains. Grown mainly during the milder periods of the year, it is the basis for a dense, nutritious bread that is essential for surviving the long winters. In addition to local consumption, it is exported to Skolt and other northern regions, and is highly valued for its durability and resistance to mold. Some noble families of Skolt pay dearly for "Storm Rye," a strong spirit made from this wheat, the production of which is kept secret by the farmers of Brukon.

    5.3 Mining in the Colored Hills

    Mining is another major economic force in the Brukon region. The Colored Hills, rich in minerals, provide iron, copper, and small amounts of silver. The city of Brukostad has become a key trading hub, with caravans transporting metals to Skolt, supplying the forges and arsenals of the north. The orcs, who were displaced eastward generations ago, have become skilled miners, trading the minerals they extract for tools, cloth, and food from the humans—now sedentary and mostly with greater purchasing power and access to goods.

    This trade has brought development, but it has also caused tensions. The humans of Brukostad control much of the export, while the orc tribes resent their dependence on human merchants and their commissions. In addition, in recent years, some orc chieftains have begun to invest in maritime trade, seeking to ship minerals directly to distant ports without the need for human intermediaries. Small orcish ships now roam the coast, trading iron and copper with foreign merchants, increasing their own profits and reducing Brukostad's influence over their operations.

    This has led to further strife. Human traders view this move as a betrayal, while the city's lords debate ways to counter this new economic threat. Rumors have swirled that some human caravans have been sabotaged by unknown parties, while orcish ships have mysteriously disappeared at sea. The precarious balance between the two cultures is more unstable than ever, and many wonder if this commercial rivalry could soon turn into something much bloodier.

    5.4 The Beginning of Lumbering

    With the expansion of the population and the growing demand for building materials and fuel, logging has become a new economic activity. The regions of Ormsvik and Stormvik, located to the west, near the dense forests, have become the main centers of this activity.

    The black pines, tall and resilient trees, are the main targets of the lumberjacks. Its timber is prized for building houses, boats, and fortifications, and is exported to Skolt. Brukon’s economy continues to grow, but its people know that this land is not easily surrendered. Everything extracted from it—be it milk, meat, metal, or timber—comes with a price, and only the hardiest thrive.


    6. Politics and Local Tensions

    Trade between Brukostad and the Colored Hills became vital. The orcs learned to mininig, fish and sail the sea, while the humans benefited from the minerals extracted from the hills, which they traded for manufactured materials, furs, and grain. But the distrust never disappeared.

    Marriages between humans and orcs began out of political necessity, but soon began out of love, producing a new generation of half-orcs. These individuals were viewed with suspicion by both sides, often considered bastards without real place. In times of tension, they were the first to be accused of treason. There are whispers that a group of purists in Brukostad want to expel them or, worse, eradicate them.

    Brukon is still under the control of Skolt, who has appointed a Jarl, an iron ruler, to administer the region. The current Jarl, Hagvar Ulfsson, rules with a firm hand, ensuring that taxes and tribute flow to Skolt without interruption. However, there is growing resentment among the inhabitants, who want autonomy over their lands.

    The lesser nobles and merchants of the region are beginning to plot for emancipation, arguing that Brukon is self-sufficient and that Skolt merely exploits them. Small riots have already broken out in smaller towns, and there are rumors that a secret council of local leaders plans to seize control of the city when the time is right.

    To make matters worse, the towns of the region themselves are bitterly rivaled. Some are loyal to Skolt, fearing reprisals, while others seek independence and plot against the Jarl. This uneasy balance could crumble at any moment.


    7. The Land Never Forgets – The Orc Side

    Before the storms of iron and fire, the orc people of Brukon lived as they had always lived: following the cycles of nature, hunting in the grasslands and fishing in the icy waters of Jorvund. Their villages were made of wood and leather, built and dismantled as the seasons changed. Each winter was a struggle, but they knew the land, the rivers and the mountains. Their spears and bows kept the direwolves and grizzly bears at bay, and there was no fear in their hearts.

    Then came the men of Skolt.

    They came from the north, in small groups at first—explorers who looked longingly at the hills and valleys. The orcs saw them, but did not attack. They were few, frail, and ignorant of the dangers of Brukon. Winter would take them. But the men returned. They brought herds, built fences, and burned fields to plant seeds. They came in ever-increasing numbers, with heavy wagons and iron weapons. They built palisades where before there had been only the wind and the sound of birds.

    The orc chiefs sent emissaries. The land was vast, there was room for everyone. But the men did not listen. When the snows cleared, the first fighting began. Small, stealthy skirmishes at night. But they were not just hunters or herders. Warriors came from the North, dressed in thick furs and chain mail. They marched as one, they fought as one.

    The orcs resisted. They knew the plains, the hills, and the marshes, they used the fog and the vegetation as their allies. But the men had metal. They had walls and spears too long for a warrior to approach. And above all, they never stopped coming.

    The battle lasted for years. Villages were burned, families torn apart. For every orc warrior who fell, two northerners took his place. The cold did not stop them, nor did hunger break them. So the tribes set out. The chiefs ordered the migration eastward, toward the Colored Hills, where men still dared not tread.

    When the blood no longer watered the land, the time of truce came and trade began. Iron for meat, seafood for grain. Warriors took human wives, and children of two heritages were born. But the past never completely fades.

    Among the elders, the whispers of ancient battles still echo in the silent nights. Old orc warriors look upon Brukostad and still taste the bitter taste of defeat. Human nobles mutter that the orcs are barbarians disguised as merchants. And at the center of it all are the half-orcs—children of two opposing histories, of two bloodlines that should never have mixed.

    They carry the distrust of both races. Humans see in them the savagery of the orcs. Orcs see the blood of the invaders. Many live on the fringes of villages, never fully accepted.

    Marriage between humans and orcs is no longer a rarity. Some families have learned to see the benefits of such a union—trade alliances, security, and in some cases, even respect. But even now, when an orc warrior takes a human wife or an orc woman marries a farmer, there are murmurs in the halls, furtive glances in the streets. But the young men of this place are beginning to see the world differently. They have grown up hearing stories of conflict, but their hands have never held a weapon against the other people.


    8. Legends and Fears

    The darkness of Brukon is populated by more than just wild beasts. The elders speak of the Draegrimm, specters of orc warriors slaughtered in war, who appear in snowstorms, seeking vengeance on any human who crosses their path.

    Another legend is that of the Old Man of Ice, an entity who dwells in the mountains and punishes those who disrespect the land. Hunters who waste meat or kill for sport are said to find their bodies frozen and flayed, their eyes turned to pure ice.

    8.1 The Ukra’Dor Forest and the Forgotten Vale

    The Ukra’Dor Forest, or “Path of the Lost” in the ancient orc tongue, is a hostile territory, shrouded in a cold and perpetual mist. Twisted trees and rugged terrain make it treacherous. Whispering sounds echo between the trunks, confusing travelers and causing them to lose track of time and direction. Only the most experienced dare to walk along its edges, for it is said that those who enter its heart never return.

    However, those who know the secrets of the land know that beyond Ukra’Dor, hidden among mountains and eternal mists, lies a magical valley, a paradise where the cold never touches the earth and crops flourish all year round. From there come the fresh fruits, vegetables and exotic meats that supply the cities of Brukon and Skolt, even in the harshest winters.

    8.1.1 The Valebearers

    The connection between this valley and the cities is not made by ordinary human or orc traders. Those responsible for transporting goods are known as the Valebearers—wanderers who, according to legend, made a pact with the ancient guardians of the place.

    They travel always cloaked in their timeworn clothes. It is said that their footprints disappear into the mist and that they are never seen entering or leaving Ukra’Dor—simply appearing in the cities at dawn, with wagons laden with impossible fruits, succulent meats, and vegetables that no other soil in this cold region can produce. Their faces are never seen, and those who have tried to follow them into the forest have never returned.

    8.1.2 What They Bring Back

    Trade between the Vale and the cities is not one-sided. In exchange for their provisions, the Valebearers bring back carefully selected offerings—not gold or silver, but ancient artifacts, forgotten scrolls, old books, rare seeds, and in some cases, even people.

    There are dark rumors that on nights of the full moon, they accept those who wish to leave, never to return. Some speak of the terminally ill seeking healing, others mention war-weary warriors seeking a new destiny. But no one has ever returned to tell of what they found beyond the mists of Ukra’Dor.

    8.1.3 The True Mystery

    Many have tried to discover the truth behind the Ukra’Dor Forest and the Forgotten Vale, but to this day no one has received any concrete answers. Some say that the Bearers are descendants of an ancient race that protects the secrets of the vale. The more mystical believe that the vale is not a physical place, but a realm separate from reality itself, accessible only to those who know the right path.

    What is known for certain is that as long as there is silence and respect, the flow of goods will continue. But those who attempt to violate the secrets of the Vale may never leave the Ukra’Dor Forest.


    Conclusion

    Brukon is a place of constant challenge, where beauty and danger walk side by side. Its inhabitants are shaped by cold, war, and fear of the unknown. Even with the uncertain peace, the scars of the past still run deep, and the wind that blows across the plains carries both promise and threat. In the heart of the vale, humans, orcs, and half-orcs struggle to forge their future, while snow covers the bones of those who came before them.

    LoopysueRoyal ScribeMapjunkieMonsenJuanpiCalibreKevinLautar85
  • This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Community Atlas - Ezrute - Brukon Region - Cave of Bones A0 Battlemap.FCW
    371.4 KB

    Drul’Kaz – The Cave of Bones

    Many years ago, the winter that claimed the Drul’Kaz family was the cruelest the plains of Brukon had ever seen. It came swiftly and without warning, a storm like no other where the winds cut like a butcher’s knife and the snow piled up like never before, swallowing the paths and silencing the forests. No game roamed the fields. The rivers froze to their beds and even the hungry wolves that prowled the camps were found dead, petrified by the relentless cold.

    It was in this season of death that a large orc family, 61 souls in all, found refuge in a deep cavern hidden among hills of black stone. They were on the move, fleeing the cold, trying to reach milder lands before the worst of winter reached them. But the storm surprised them. The wind howled like a hungry beast, blinding them with snow and biting ice. The elders stumbled, the children cried, and the strongest warriors barely made their way.

    Their leader, Urgor, a seasoned hunter, knew they could not go on. If they tried to advance, they would die one by one, buried in the snow. Then they found the cave—a dark cleft between the rocks, just wide enough to shelter them. Here, they thought, they could survive until spring came. They lit fires, cooked the last bits of dried meat, and waited.

    But spring never came for them.

    Days passed, and the flames began to fade. The wood was brought in, and the cave grew cold as a tomb. The air grew heavier each night. The voices became whispers. Then, one by one, they began to disappear.

    The children were the first. Alone in the darkness, their eyes open but their bodies still. Then came the elders. Urgor ordered that no one should sleep alone, but it was useless—every day, fewer orcs remained to watch over the living. Some tried to escape, but the storm outside seemed more cruel than what awaited them inside. Others begged the spirits, but their prayers went unanswered.

    When winter finally gave way and the snows began to melt, a group of hunters found the entrance to Drul’Kaz. The smell of death did not greet them. Only silence. They entered the cave expecting to find scattered bones, remains of a tragedy like so many others in the cold of Brukon.

    What they saw probably haunted them for the rest of their lives.

    The 61 orcs were still there. Their bodies were perfectly preserved, as if they had just gone to sleep. Their eyes were open, fixed on the ceiling of the cave, their expressions frozen in a mixture of surprise and horror. No sign of struggle, no apparent illness. Just an entire family, eternally trapped between life and death.

    News like this soon spread, and so the stories began. Some shamans said that Drul’Kaz was a sacred tomb, a portal between the living and the dead. Others say that those who died there were not truly dead—that they could still see, hear, and feel the passing of the years, but were unable to move. Some swore they saw the eyes of the dead blinking as they entered the cave.

    Since then, Drul’Kaz has become a place of fear and reverence. No tribe approaches without need. The boldest shamans sometimes go to its entrance to seek visions, but few dare enter. For the orcs, the fate of warriors must be to return to the earth to be covered once more by snow. But those who died there never returned. They never left. And if they are still there, waiting, no one cares.

    KevinRoyal ScribeLoopysueQuentenLautar85
  • edited March 20

    Orc time 💪


    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brokon Region - Iridescent Hills Overland.FCW
    71.79 KB

    Iridescent Hills

    East of the Jorvund River lies a humid region less suited to animal husbandry than its western counterpart, and even further east – the Iridescent Hills. In the past, these lands were seen as a forced exile for the defeated orcs after the great battles against the men of the north. The latter, in turn, took possession of the fertile plains and considered themselves the victors, lords of the best lands. However, necessity leads to adaptation – or death – and the orcs chose to adapt.

    Until then semi-nomadic, they were forced to change their way of life. The new territory pushed them to permanent settlements, and there, generation after generation, they built their new communities. Proud tribes, with a strong sense of belonging and a deep knowledge of nature, worked together to shape their own survival. What had been an exile became, in time, a stronghold of strength, growth and independence. They embraced their destiny and prospered.

    1. Economy and Evolution

    The orcs' adaptation was not only due to their survival in the new way of life they had adopted, but also to their economic progress. They soon discovered that the land held something even more valuable than livestock or crops: minerals. Iron and copper, abundant in the hills, became the basis of a new economy. The hard work of the tribes led to the creation of mines and forges, resulting in the production of metal bars, tools, weapons and jewelry. Trade with Brukostad became highly profitable, allowing the orcs to leave behind the poverty of their early years and, over time, even establish a favorable trade balance.

    The economic transformation strengthened their society. In a few generations, the orcs of the Iridescent Hills went from being seen as refugees to becoming respected merchants and blacksmiths. Their skills in metallurgy were recognized throughout the region, and their growing wealth aroused both envy and fear among the men of the North. What began as a marginalized territory now stood as a symbol of strength, with prosperous cities and a people proud of their ability to overcome obstacles.

    2. Political Structure and Laws

    The society maintains its community traditions and has developed a political system based on cooperation and consensus. Inspired by ancestral customs and influenced by the new economic reality, they structured a government model that balances tradition with the need for centralized organization.

    Power is exercised by the Council of Tribes, composed of chiefs from each city and community elders who make fundamental decisions about trade and defense. This council elects a Supreme Chief, a position granted to a leader of great wisdom and prestige, chosen by the vote of the council's representatives at a time of greatest need.

    Orcish laws reflect a society of strong collectivity, where the common good usually trumps individualism. Some of the main legal traditions include:

    • Right to Land and Work: No orc can be the absolute owner of the land or mines. The use of resources is determined by the council, ensuring that the entire community benefits from extraction and trade.

    • Collective Forges: The great forges are operated jointly by families and tribes, each contributing and receiving their share of the profits.

    • Honor and Work: Those who refuse to contribute to society, whether in defense, extraction, smithing, or trade, are seen as unworthy. Without severe punishment, they are marginalized, and must prove their worth through service to the community.

    • Tribal Code of Justice: Serious crimes, such as treason against the people or theft of community resources, are judged by the council. Punishment ranges from hard labor to exile, depending on the severity of the offense.

    • Protection of the Ancestors: Ancient temples and caves are respected, and their secrets are preserved.

    • The Right of Blood: If an orc is unjustly wronged, he or his family may demand formal compensation from the council. Minor disputes are resolved through ritual challenges, ensuring justice without the need for internal warfare.

    3. Culture and Society

    Collectivity is at the heart of this culture's identity, and every custom, tradition, and artistic expression reflects this spirit of unity. The local orc language derives from an ancient tribal tongue, rich in guttural sounds and deep intonations, but due to constant contact with human traders, many orcs also speak a rudimentary form of the northern language, used especially in trade. Internal dialects vary very little between tribes, while human words gradually begin to form part of their vocabulary.

    Spirituality is deeply linked to respect for the spirits of the land and ancestors. Shamans play an essential role, interpreting omens and conducting rituals to balance the physical and spiritual worlds. Sacred caves serve as pilgrimage sites, where warriors and leaders seek visions before making important decisions. There is nothing better to strengthen community ties and connection with tradition than festivities, here are a few: During the Blood Oath Ceremony, young people who come of age gather to promise loyalty to the people before the Council of Tribes. Each person faces a physical challenge, makes a vow of service to the community and burns a hair or piece of leather to seal their connection with their ancestors. On Remembrance Day, families visit the graves of their ancestors, leaving offerings and telling stories of the great deeds of the past. At nightfall, the community gathers around bonfires to remember those who came before, reinforcing the continuity of the people.

    In addition, the Iron Games are an annual celebration of the strength and skill of the orcs. Competitions in stone lifting, wood cutting, weapon forging and fighting honor the vigor and ingenuity of the people. The winners receive great prestige and earn the right to lead hunts, troops and commercial expeditions in the next cycle.

    Their art is manifested primarily in jewelry, metal sculpture, and tribal adornments. Weapons and armor are carved with runes and patterns that tell stories. Their music is intense and percussive, with drums and ritual chants used in celebrations and battles.

    The population that inhabits Iridescent Hills is mostly orcish, but there are a significant number of half-orcs, descendants of orc-human relations. Unlike in human settlements, where they face severe prejudice, here they are accepted, but often considered “doubly displaced.” Lacking the physical stature of full-blooded orcs and lacking full acceptance from both worlds, many half-orcs end up taking on intermediary roles, as small traders or even mercenaries. Some prosper, but all struggle hard to find their place.

    4. Military and Defense

    Defense is based on collective strength and adaptation to the terrain. Major cities, such as Druvgar, have reinforced palisades and watchtowers, with sentries on duty day and night. Outposts in the hills ensure that any hostile movement is detected before it reaches the settlements.

    The military structure is decentralized but highly efficient. Each tribe maintains its own militia, made up of experienced warriors and young men in training. In times of war, these forces unite under the leadership of a commander chosen by the Tribal Council, usually a renowned warrior or a veteran chief. It is worth mentioning that they are experts in ambushes and guerrilla warfare, taking advantage of the terrain to compensate for any numerical disadvantage.

    Ironically, however, the orcs have been reversing the balance of power in the valley over the past few years. With their mastery of metallurgy and the wealth generated by the trade in minerals and forged goods, the orcs now possess weapons and armor superior to those of the human forces in the region. Iron mined from the hills, once exchanged at disadvantageous conditions, now equips orc warriors with refined steel blades and robust armor, while human armies, once so superior, are beginning to feel the weight of their technological lag. Tribes that once fought with efficient, albeit primitive, weapons now boast balanced spears, reinforced bows and sharp blades, latent proof of growing prosperity.

    The alliance with other peoples is unstable. The various tribes of the Hills maintain a trade pact with human cities, but mutual distrust prevents deeper cooperation. Some tribes are seeking new maritime agreements to cut their dependence on Brukostad merchants, contributing even more to the constant tensions between leaders and merchants on both sides. Internally, power struggles between great merchants and influential warriors also occur, creating political rivalries.

    In addition, external threats require constant vigilance. Raiding bands from the north frequently attack caravans, and rumors suggest that some isolated orc tribes may be exploiting hidden mines without paying due tribute to the council. This raises the risk of internal conflict, especially if a tribe gains too much power without the consent of its elders.

    5. External Influences and Diplomatic Relations

    Iridescent Hills maintains a pragmatic relationship with the outside world. Trade with Brukostad and other human cities is essential to the orc economy, but it is also a constant source of headaches.

    To the north, raiders and mercenaries pose a constant threat to overland travel, forcing the orcs to reinforce the security of these caravans. There are rumors that smaller tribes have recently tried to strengthen ties with these factions in order to gain political advantage.

    It is worth noting once again that the orcs' growing technological advantage is beginning to change their position in the geopolitical scenario. Once marginalized, they now command respect both for their military power and their economic importance. However, this rise also generates fear among their neighbors, who see them as an emerging threat.

    These people do not seek domination, but neither do they accept continued exploitation.

    6. Legends

    6.1 The Black Goat – Guardian or Troublemaker?

    Deep in the almost endless hills, between valleys and rocks, roams the Black Goat — a gigantic creature, with horns twisted like oak roots and eyes that glow like embers. Some say he is the spirit of the mountain, others swear he is just a stubborn goat... only three times bigger.

    For some, he is a guide, leading lost travelers back to the path. For others, a real troublemaker, stealing supplies and leaving behind a trail of chaos. Some say he once knocked down an orc chief in the middle of a speech and ate the map of an entire expedition.

    Whether an ancient spirit or just a very clever goat, no one denies his presence. He may be an ally — or the reason your dinner mysteriously disappeared. And remember: never look him directly in the eye... they say it brings bad luck!

    6.2 The Bottomless Pit

    Between the hills, hidden by mist, lies the Bottomless Pit, a gateway to the world of the dead. The orcs say it was dug by forgotten hands and sealed by the gods, but never completely closed. They say anything thrown into it disappears forever, sucked into the domain of the hungry spirits.

    6.3 The Mistbringer

    A faceless entity that appears on the coldest nights, shrouded in an eerie mist. Legends say that those who gaze upon it for too long have their bodies and souls ripped away and pulled into the mist. Ancient as the forgotten gods, it is believed to have been a guardian of gates between worlds, now corrupted. Wherever it passes, silence reigns, and only footsteps remain at dawn. It cannot be defeated, only avoided.

    7. Places of interest

    7.1 The Silent Eye

    Atop the highest mountain in the Iridescent Hills, shrouded by fierce winds and constant cold, stands The Silent Eye—a stone temple that stood long before the orcs set foot on these lands, its origins shrouded in mystery and fear. Seen from the sky, its circular shape resembles an eye carved into the earth, ever watchful.

    The few records of the temple suggest that it was built by a long-extinct civilization whose knowledge of the heavens surpassed that of the wisest shamans. As if brought from distant lands, the stones that compose it are found nowhere else in the region. Its ruins have withstood the most violent storms.

    For the orcs it is a place of fear, for they fear the spirits that, according to legend, still roam among its weathered columns. On certain nights of the year, a strange light shines over the temple—a cold, yellow glow. Some believe it is a sign from the ancient inhabitants or even an attempt to communicate with the living. Others claim it is just the winds and the reflections of the moon, trying to deceive the unwary.

    The elders say that, long ago, a young orc defied the warnings and climbed to the site to prove his courage. He spent an entire night among the ruins and, upon returning, he had changed. His eyes, once bright and burning, had lost their shine. He never spoke a single word again, only sat every night facing the mountain, as if he heard voices that no one else could hear and was considered a lunatic.

    Since then, few have dared to venture there. Those who go and return speak of moving shadows and the uncomfortable feeling of being watched by something invisible. Perhaps the temple still fulfills its original purpose, watching over the heavens... or perhaps it has turned its attention to those who dare to disturb its silence. 7.2 Turquoise Hot Springs – The Refuge of the Orcs

    Located east of Druvgar, at the base of the Zarn’Vol volcano, the Turquoise Hot Springs are one of the most revered natural treasures of the orcs of the Iridescent Hills. Their vibrant blue hot springs emerge from the warm subsoil of the dormant volcano, creating natural pools and stone reservoirs, where the temperature decreases the farther away from the source one travels. During the harsh winters, these waters become an essential refuge, attracting travelers and weary warriors in search of rest and revitalization.

    Orc legends tell of the Hot Springs as a gift from the spirits of the mountain, a blessing for those who were able to harden the harshness of exile. Shamans claim that the waters have healing properties, capable of relieving pain, strengthening the body and even purifying the soul. For this reason, the site has become a center of spiritual rituals, where orcs hold ceremonies to honor their ancestors and seek guidance during difficult times. In addition to their medicinal and spiritual importance, the hot springs are a social gathering place. In winter, entire tribes gather around the stone pools to share stories, trade goods, and strengthen alliances. The warm mist rising from the waters mixes with the sparse pine vegetation, creating a scene of rare beauty, especially at sunset, when the intense colors of the sky reflect on the crystal-clear waters and the colorful hills around it.

    7.2 Turquoise Hot Springs – The Refuge of the Orcs

    Located east of Druvgar, at the base of the Zarn’Vol volcano, the Turquoise Hot Springs are one of the most revered natural treasures of the orcs of the Iridescent Hills. Their vibrant blue hot springs emerge from the warm subsoil of the dormant volcano, creating natural pools and stone reservoirs, where the temperature decreases the farther away from the source one travels. During the harsh winters, these waters become an essential refuge, attracting travelers and weary warriors in search of rest and revitalization.

    Orc legends tell of the Hot Springs as a gift from the spirits of the mountain, a blessing for those who were able to endure the harshness of exile. Shamans claim that the waters have healing properties, capable of relieving pain, strengthening the body and even purifying the soul. For this reason, the site has become a center of spiritual rituals, where orcs hold ceremonies to honor their ancestors and seek guidance during difficult times. In addition to their medicinal and spiritual importance, the hot springs are a social gathering place. In winter, entire tribes gather around the stone pools to share stories, trade goods, and strengthen alliances. The warm mist rising from the waters mixes with the sparse pine vegetation, creating a scene of rare beauty, especially at sunset, when the intense colors of the sky reflect on the crystal-clear waters and the colorful hills around it.

    7.3 Land of Sighs – The Cursed Cemetery

    West of Grukvik lies an ancient cemetery, a place that even the orcs dare not name aloud. The soil there is dry and infertile for even the hardiest of plants. It is said to belong to a forgotten civilization, whose dead never found their proper rest.

    The air is heavy, permeated with the metallic smell of death. Those who venture here feel the energy slowly drained from their bodies. Distant whispers echo among the cracked tombstones, and ownerless shadows glide across the graves, watching, waiting. Those who stay too long feel an unbearable cold penetrate their skin, and their bones begin to weigh them down, as if something is pulling them down – until there is no life left.

    It is said that the unfortunates who succumb to the power of the cemetery rise the following night, empty of life, condemned to wander eternally, protecting that cursed ground and dragging new unwary souls to their deaths.

    No one knows what cursed that place, but one thing is certain: the dead there never sleep.

    Royal ScribeMonsenBwenGunQuentenLoopysueJuanpiKevin
  • I don't know which I love the most - the maps or the write-ups. both so marvellous and inventive.

    Ricko
  • edited March 21

    Thank you Master <3

    I'm currently working on the small outpost town of Guzvik, the writing is almost finished and the map too. Coming soon.

  • Guzvik on summer.

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Guzvik.FCW
    172.25 KB

    Guzvik: The Meeting Place Between the Iridescent Hills and Brukostad

    Cold and lonely in the harsh winters, Guzvik is a vibrant spring and summer stopover. Strategically situated between the Iridescent Hills and Brukostad, it has become a vital resupply point for caravans, merchants, and adventurers traveling through these lands. Its origins can be traced back to a single building: the legendary Inn of Mister Guzvik.

    1 - Growth and Culture

    The story goes that Mister Guzvik, a shrewd and charismatic human, saw potential where others saw only empty land. With a small herd of cattle, a supply of strong drink, and an entrepreneurial heart, he built a sturdy inn that offered shelter, food, and security. Over time, travelers began to flock to it, and merchants realized the value of a safe resting place. Orcs from the Iridescent Hills and humans from Brukostad met here, trading goods and stories along the roads, and other buildings soon sprang up around the inn.

    2 - The Foundation of the City

    Today, Guzvik is a multicultural settlement, where chaos and coexistence go hand in hand. The orcs mostly run repair shops and workshops for various services, while humans lead the trade. The half-orcs, in turn, take on various roles often as mediators or guardians, given their ability to navigate between both cultures.

    However, its buildings and streets reflect the residents' lack of appreciation for beauty and order. The ground is often covered in mud, food scraps, and debris left by passing caravans. Piles of trash accumulate in corners, and the strong odors coming from workshops and stables overpower the aroma of spices brought by merchants. Even the houses and establishments, often hastily built, seem improvised and worn by time, giving the place an air of constant neglect.

    The city is also known for its flexible laws, where "the strongest" often decides the outcome of disputes. Fighting is common but rarely fatal, serving both to settle differences and to entertain the inhabitants. However, when conflict threatens stability, an informal council formed by local leaders intervenes to maintain peace.

    Curiously, this town transforms during the cold season. Much of the population, made up of temporary workers and adventurers, abandons the settlement during this time, migrating to other more lucrative or safer locations. This leaves the town in an almost ghostly state, with only the most resilient residents – or those with no other option – remaining to endure the icy winds and empty streets. Then it becomes even more somber, a place where cold-hardened mud and eerie silence dominate the landscape.

    3 - Guzvik’s Inn

    The original inn still stands, now run by the founder’s descendants. It is the heart of the town, with its welcoming hall filled with hunting trophies, old flags, and all manner of trinkets hanging on the walls to decorate the place. It is here that travelers exchange rumors, merchants negotiate contracts, and swordsmen recruit or are recruited. It is said that Mister Guzvik’s secret recipe for Aquavit is still in use, and drunkards report seeing his shadow occasionally lurking in the hall, overseeing the legacy he built.

    4 - Annual/Seasonal Characters

    Ralvik the Silent: A solitary half-orc, he is a constant figure at Guzvik's Inn. Always in the same corner, he drinks in silence, lost in memories he never shares. He is said to have been a great adventurer, but something terrible in his past broke him, forcing him into a life of solitude. Despite his incessant drinking, his memory is impeccable, and he remembers secrets, rumors, and stories he hears in the tavern.

    Oldrik the Innkeeper: A friendly and storyteller, he is the proud owner of Guzvik's Inn. A direct descendant of the visionary who founded the city, he keeps alive the tradition of hospitality that made Guzvik a landmark for travelers. Married to Grelka, a skilled orc baker, the two form an unbeatable duo, with her preparing the breads and pies that complement Oldrik's ale and aquavit. Always with a smile on his face, he charms customers with his repeated tales of the town’s early days and the legends of the Iridescent Hills. Despite the town’s chaotic atmosphere, Oldrik is a natural peacemaker, mediating fights in the tavern with firmness and good humor.

    Nimor, the Human Merchant: He has been coming to Guzvik for over 17 summers, always with the same grumpy demeanor. A specialist in spices and exotic fabrics, he considers the town a “necessary evil” on his trade route. While he never hides his disdain for the filth and disorder of Guzvik, Nimor acknowledges that the good profits make up for his temporary stay. Known for his meticulousness and ruthless business sense, he negotiates steadily but rarely socializes outside of trade. Despite his dislike of the place, many local merchants eagerly await his arrival, knowing that he brings rare goods and lucrative opportunities.

    Uthgar, the Orc Fighter: A living legend during the winter months in Guzvik. With arms as thick as logs and a strength capable of crushing rocks with his bare hands, he dominates the city's makeshift arenas, where fights serve as entertainment and dispute resolution. Adored by the public, Uthgar combines his brutality with an unexpected sense of humor and charisma, which makes him even more popular. He is known for lifting two opponents at the same time, just to make the crowd laugh. Despite his intimidating appearance, he is an honorable warrior who never strikes an opponent who has already been defeated.

    Grelka, the Orc Baker: Known for her robust breads, famous for being so heavy that they can be used as both food and weapons. Married to Oldrik, the half-orc innkeeper, she runs the town's small bakery with a firm hand and an intimidating gaze. Despite her questionable technique, no one dares to criticize her baking, fearing her reaction. Some joke that her breads are a testament to the strength of those who consume them, but the truth is that, in difficult times, they have become indispensable for their durability and ability to feed for days.

    Kolrik, the Human Storyteller: A figure awaited every summer in Guzvik. A gray-haired wanderer with a mesmerizing voice, he carries with him a chest full of scrolls, relics, and musical instruments that he uses to bring his stories to life. A vast connoisseur of ancient legends, both of orcs and humans, Kolrik is a bridge between the two cultures. He narrates epics of fearless orc warriors, human tragedies, mysteries of the Iridescent Hills, and legends of the Enchanted Valley. Respected by all, his visits are a rare moment of unity in the city. They say that, behind his stories, Kolrik hides a mysterious past.

    Morg, the Orc Musician: A notable presence in the place, he leads the chaotic band Morg and the Thunder Goblins, known for their deafening and unpredictable sound. A percussionist of improvised drums with brutal and out-of-step beats. At his side, Zik "Nimble-Fingers", a restless goblin flute player, who tries in vain to bring some melody with his bone flute. Completing the trio is Grukk "Spark", a pyrotechnic goblin who turns each performance into an explosive show with his rusty bells and destructive sparks. Together, they create music as wild as Guzvik itself, captivating or terrifying audiences with their unique and unmistakable chaos.

    Druk, the Wandering Orc Smith: A rugged traveler who spends his winters in Guzvik, offering his services to locals, hunters, and warriors. With calloused hands and immense strength, he repairs tools, armor, and weapons with skill and speed. Despite his intimidating appearance, Druk is known for his honesty and a strangely dry sense of humor.

    LoopysueRoyal ScribeQuentenJuanpiKevinLautar85
  • edited March 23

    I'm sorry we don't have any oriental MS buildings in ruins. So I adapted with what I had, I put a moss green roof to desguise the duomos that top the trees.

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Ruins of Khaz-Midra.FCW
    242.61 KB


    Kolrik the Storyteller tells about the Ruins of Khaz-Midra:

    "Friends, let me take you to a place where time bends and logic gives way to mystery: Khaz-Midra, the forgotten city in the heart of an eternal swamp. Hidden by mists that never dissipate, it bears witness to an age that predates even the histories of orcs and men.

    The buildings of Khaz-Midra defy explanation. Imagine domes that once shone like gold in the sun, covered in mosaics of colored glass that reflected the stars at night. Even in ruins, these domes still glow with an eerie glow under the night sky. Their arches, carved with intricate geometric patterns and encrusted with precious stones, seem to pulse with an unknown energy. Once-imposing, spiraling towers inscribed in a language no one reads now lie fallen, embraced by vines and roots that have claimed them for their own. The half-submerged columns, adorned with sculptures of hybrid creatures—half human, half winged beasts—seem to stand like eternal sentinels over what remains of this city.

    At the end of the great street, lined with fallen obelisks and statues of faceless kings and queens, stands a monumental pyramid. It is said to have been the mausoleum of a ruler known only as He Who Hears the Stars. He believed that the secrets of the cosmos were whispered at night, and his civilization would have thrived under this forbidden wisdom. The pyramid, they believe, is a portal between worlds, a bridge between the living and the dead—or perhaps something even more disturbing.

    And the creatures that guard Khaz-Midra... oh, these are no mere monsters. They are corporeal specters, with eyes that glow like lanterns and partially translucent bodies, coated in blue flames or black mist. Called the Luminescent Echoes, they are believed to be the remnants of the inhabitants of Khaz-Midra, corrupted by an obsession with immortality. They whisper ancient words that make the hearts of the living falter, draining not only life energy but the very essence of the soul, as if devouring memory and identity.

    And then there is the Hidden Library. It is said to lie within the pyramid and contain not only books, but maps of worlds we have never imagined, formulas that shape the desire of the most experienced alchemist, and accounts of extinct civilizations. But there is a price: those who attempt to open the tomes suffer indescribable torment, as if the very secrets of the city are consuming them from the inside out.

    So I ask, brave listeners: who here would dare to face the deafening silence of Khaz-Midra? Who would dare to challenge the mists, the creatures, and the secrets it holds? Or would it be better, perhaps, to leave the dead and their secrets alone?"

    LoopysueRoyal ScribeMapjunkieQuentenJuanpi
  • Waiting for the F1 race 😎


    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Skallheim town.FCW
    57.1 KB


    Skallhaven: The Last Frontier of the South

    The village began as a temporary refuge for fur hunters and grew to become the southernmost settlement in Brukon. Small groups of human and half-orc hunters coexist in the region, united by mutual respect, although occasionally tinged with distrust. The half-orcs, who are known for their ability to track prey in the dense forests and survive the harsh winters, are essential to the village's prosperity, but some human residents still view them as "outsiders." Despite this, necessity and trade have forged a functional coexistence.

    1. Trade and Sustenance

    Life in Skallhaven revolves around furs. The Heskal River connects the village to Brukostad, allowing the transport of its valuable fox, marten, wolf and bear pelts. This trade supports the local economy, but only partially; fishing, a small amount of farming and a sawmill help to supplement supplies for the unforgiving winters. Blue fox pelts are so rare that some are sold as far away as Skolt, while bear pelts are reserved for the strongest and most influential. Hunting these creatures is not only a physical challenge, but also a spiritual one, for the animals are revered by both humans and orcs, who believe their spirits can haunt those they hunt for their own gain.

    In exchange for their precious pelts, Skallhaven receives from Brukostad items that are vital to their survival and comfort: metal tools, sharp blades for hunters and lumberjacks, thick fabrics for winter clothing, rare spices to enrich their monotonous meals, grains and seeds that do not grow in the village's soil, and even weapons to protect them from the dangers of the region. In addition, medicines and medicinal herbs are highly prized, especially during the harsh winters, when illness and injury are more common. This trade cycle, although limited, is essential to the existence of Skallhaven, making the Heskal River not only a trade route, but the vital lifeline connecting the village to the rest of the world.

    2. Dangers of the region

    In addition to the ferocious animals, such as wolves and bears, that patrol the forests, there are even more sinister dangers.

    2.1 The Ice Stalkers: During the coldest nights of winter, there are reports of humanoid figures made of ice and snow that prowl the city, seemingly seeking warmth. Some claim that these are the spirits of hunters who froze to death, cursed to wander forever.

    2.2 The Renegades: Small groups of bandits and outcasts from society live in the nearby forests. They attack caravans and unsuspecting hunters, not for survival, but out of sheer cruelty, worshiping a "Blood God" who demands sacrifices.

    3. Local Characters

    Gudrik, the Master Furrier - A burly and experienced human, Gudrik is responsible for evaluating, preparing, and storing the village's most valuable furs. He has an overly large nose, which he swears is useful for "smelling the quality of the furs."

    Borna, the Half-Orc Healer - Known for her potions and remedies made from local herbs. With a gruff but efficient manner, she intimidates with her stern gaze, but always helps those in need. It is said that she speaks to forest spirits to gain their knowledge.

    Ulfar, the Boat Captain - An old, bearded human, Ulfar owns the largest boat in Skallhaven, which he uses to transport furs to Brukostad. He loves to tell stories of monsters that "nearly" sank his boat - all of which are probably exaggerated.

    Tharuk, the Half-Orc Lumberjack - Large and muscular, Tharuk is a tireless worker at the sawmill. Despite his intimidating appearance, he is sweet and has an unexpected talent for carving small wooden animals, which he gives to children as gifts.

    Olfrid the Elder - This elderly human is the living memory of Skallhaven. He knows the history of the village and the surrounding lands, but has a nasty habit of falling asleep in the middle of his own stories.

    Snorri the Innkeeper - A friendly human, Snorri has a laugh so loud it scares even animals. He is known for serving dubious ale and overcharging for the few spices he sells in his tavern.

    Ingrid the Weaver - Ingrid is a human with an unparalleled skill in transforming furs into exquisite clothing. Despite her gentle nature, she is always grumbling about the weather, the people, and the animals.

    4. A place of brave men

    Despite the dangers, Skallhaven thrives due to the adaptability of its people. The families who live there know that they cannot rely on luck or divine protection alone. Each winter is a struggle against nature, spirits and human enemies. But those who survive carry the pride of belonging to the frontier where civilization meets the wild.

    Royal ScribeMapjunkieLoopysueQuentenMonsenJuanpiLautar85
  • edited March 23

    In case anyone missed it (although it’s not really important), I changed the icon on the initial Overland map to the Varngard Temple. As I was writing the history of this little place, my vision changed, and I realized that the original icon had a representational problem.

    The image initially represented an orc temple, taken from Mike Schley’s Overland structures. However, I chose to replace it with a representation more in keeping with the new idea that was forming in my mind: the “Stonehengian” stone from Par Lindstrom’s Local Areas.

    The temple, which was originally going to be built of wood, was reimagined as something more rustic and timeless. Monolithic structures, made of ancient and eternal stones, began to take shape in my vision. I sought inspiration to create something that strayed from the traditional and remembered a book I read as a teenager about the oldest constructions of humanity, especially from the Neolithic and Paleolithic periods. This memory took me to the Cromlech of Almendres, in Portugal. And the image of the photograph with its large stones arranged in a semicircular pattern, partially covered by vegetation, came to my mind.

    I researched more about the place on the internet, analyzing plans and images to reproduce a similar environment in the Temple of Varngard: an ancient and esoteric place.

    Not finding a suitable stone image for my intention, I decided to go with the columns.

    Once the first part is finished, it's time to decorate the rest and fill in the spaces.

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Varngard temple.FCW
    32.17 KB


    The Temple of Varngard

    Situated at the junction of the Jorvund and Heskal rivers, the Temple of Varngard is an ancient monument that bears the weight of orcish history and spirituality. Built in time immemorial, this circle of massive stones, some over twenty feet tall, is arranged in a pattern that seems to align with the solstices, the stars, and the flow of the surrounding rivers. Each stone is engraved with unique runes, symbols representing the gods, spirits, and natural forces of the pantheon, and many are marked with scars from ancient rituals, such as axe carvings and dark stains that tradition holds are from sacrifices made in honor of the gods.

    These stones, arranged in concentric circles, surround a central altar carved directly from the site's stone. In the center of the altar is a cleft where the orcs place offerings, ranging from weapons and food to objects of great spiritual value, symbolizing their devotion. This sacred site was the beating heart of orc spirituality, a place where spiritual leaders would gather to pray, discuss the fate of the tribe, and connect with their ancestors.

    1. Decline and Humiliation

    During the wars between the orcs and the Northmen, losing access to the Temple of Varngard was one of the greatest humiliations for the sons of Varngard and Velgrath. The men of Brukostad, after their victory, fenced off the territory around the temple and forbade the orcs from approaching. For the orcs, this was more than a loss of territory: it was a severing of their spiritual connection to the gods. For decades, the temple lay abandoned, overgrown with weeds and roots that the orcs believed were signs of Velgrath mourning the absence of his followers.

    After the orcs settled in lands farther east, they began trading with Brukostad to regain access to the temple. This spiritual necessity eventually turned into a profitable opportunity for human traders.

    2. The Trade of Faith

    Today, the Temple of Varngard is the center of a religious festival that occurs each spring, when orcs make pilgrimages to the site to honor their gods. However, the pure spirituality of the event is marred by the commercial atmosphere that human merchants have created around the temple.

    The fields surrounding Varngard are transformed into a chaotic marketplace, with wooden stalls and colorful tents dotted around the grounds. Vendors shout in many languages, offering wares ranging from bread, roast meats, and craft beer to religious amulets and miniature temple figurines. Human and half-orc artisans sell decorative axes and jewelry carved with symbols of the gods. A few more daring merchants offer “holy relics,” pieces of stone or wood that they claim are from the original temple, though the orcs know that most of these are frauds. There are also areas dedicated to games and entertainment, where human bards and storytellers draw audiences with exaggerated narratives of various events. For many orcs, seeing their ancestors' culture turned into entertainment is an insult, but the opportunity to set foot in Varngard and pay homage to the gods is something many cannot refuse.

    3. Tension and Resentment

    Despite the festive atmosphere, the resentment between orcs and humans is palpable. For the orcs, paying for something that rightfully belongs to them is an affront. “Varngard would never accept such humiliation,” some say.

    The humans, on the other hand, are divided. Many merchants in Brukostad see the festival as an economic boon. Each pilgrimage season, tons of goods are sold, and the city prospers. But some of the more traditional population considers it a mistake to allow orcs to return to the temple, fearing that it will reignite old rivalries.

    4. A Tense Ritual

    When the orcs finally reach the sacred stones, the noise of the market gives way to a reverent silence. Within the circle, there is no sound of fairs or arguments. Only the sound of the rivers and the whisper of the wind passing between the stones. Here, even amid all the commerce and tension, orcish spirituality resurfaces.

    Offerings are laid on the altar, and chants echo across the fields. It is at this moment that the orcs feel a connection to the gods, even though they know that this connection comes at the bitter price of relying on their former enemies to access it.

    5. Orc Mythology

    Ancient orc mythology is a rich collection of beliefs and legends, passed down through the generations by storytellers and recorded in the few surviving chronicles and stones. This pantheon of gods and spirits reflects the orcs' relationship with natural forces, everyday life, and the depths of the spirit world. Although fragmented, it offers a glimpse into the culture and traditions of Brukon's earliest inhabitants.

    Here are the main gods and spirits worshipped:

    5.1 Varngard, the Lord of Thunder

    • Domain: Thunder, lightning, war, justice, and power.

    • Description: Varngard is the supreme god, associated with the sky and order. He is the patron of warriors, rulers, and leaders who maintain harmony in society. His sacred weapon is the axe. His symbol is the black pine, a tree venerated as sacred. Thunder is said to be his voice, calling for justice and order in the world.

    5.2 Velgrath, the Mistress of the Underworld

    • Domain: Earth, water, cattle, wealth, magic, and the underworld.

    • Description: Velgrath is the goddess of chaos, fertility, and wealth. As guardian of the underworld, she represents the inevitable cycle of life, death, and rebirth. Often depicted as a towering figure with horns and glowing eyes, she is both feared and revered. Velgrath is the antagonist of Varngard, symbolizing the duality between heaven and earth, order and chaos. Rituals to Velgrath involve offerings of cattle and valuable objects to appease her wrath.

    5.3 Svaruk, the World Forger

    • Domain: Fire, forging, heaven, and creation.

    • Description: Svaruk is the god of fire and creation. He is depicted as a muscular giant, always carrying a glowing hammer used to shape the world and divine weapons. Svaruk's forges are said to be hidden in the mountains.

    5.4 Mokra, the Protector of the Earth

    • Domain: Earth, fertility, crops, women, and weaving.

    • Description: Mokra is the most revered goddess among the orcs, as she rules over the fertile land that sustains life. She is the protector of women and weaving, and the patroness of goldsmiths, activities central to orc culture. Depicted as a strong, motherly figure, Mokra is also seen as the weaver of fate, deciding the future of the living and the dead.

    5.5 Jarlok, the Guardian of Spring

    • Domain: Spring, fertility, vegetation, and youth.

    • Description: Jarlok is the god of renewal and growth. He is depicted as a young orc with a crown of flowers and leaves, symbolizing the cycle of the seasons. Rituals dedicated to him occur during the spring, celebrating the fertility of the land and its people. He is said to walk the fields, blessing the harvests.

    5.6 Zoryka, the Sisters of the Dawn

    • Domain: Dawn, twilight, and protection.

    • Description: Zoryka is depicted as two twin sisters, Noryka and Loryka, who control the daily cycle of the sun. They are protectors against evil forces that try to invade the world at night. Warriors pray to them before hunts and battles at dawn.

    5.7 Spirits and Minor Entities

    In addition to the major gods, orc mythology recognizes several spirits and supernatural beings that inhabit the world:

    Dom’kraal: Guardian spirit of homes and hearths, worshipped to ensure prosperity and protection.

    Lashrug: Guardian of the forests, described as a creature that takes the form of trees and animals to protect its domain.

    Rusalkri: Female aquatic spirits that lure the unwary into the depths of lakes and rivers.

    Vodyark: Spirit of the waters, represented as an old man with a beard of seaweed, who rules over wells and swamps.

    6. Cultural Complexity

    The orcish pantheon reflects the duality of order and chaos, life and death, heaven and earth. The gods are deeply connected to orcish culture, shaping its customs and traditions. For example, warriors sacrifice to Varngard before battle, while farmers call upon Mokra for blessings to ensure good harvests.

    The rivalry between Varngard and Velgrath symbolizes the balance that orcs believe is necessary for the world to function: without chaos, order stagnates; without order, chaos consumes all.

    LoopysueRoyal ScribeQuentenMonsenJuanpi
  • I was looking for a small protected bay to locate the important city of Eubenezer. Without any inspiration to draw the outline of the continent... I decided to go to Google Maps and started traveling around the world. After some time I arrived in Kristiansand in Norway, where I find a small bay... just with some islands ahead.

    Reality always surpasses imagination.


    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Eubenezer town sCHLEY.FCW
    170.03 KB

    The Story of Eubenezer

    The village was born out of necessity and grew out of ambition, becoming one of the busiest and most diverse cities in Brukon. Its origins date back to the dark times of the orcs' purge from the fertile plains, when entire clans were driven to the mountainous and coastal regions. At first, the inhabitants faced great difficulties in adapting their river fishing techniques to the sea. The fragile rafts barely withstood the sea winds, and the sparse fish stocks tested the fishermen's patience and perseverance.

    The turnaround came with the exploitation of the black oak reserves on the eastern coast of the Iridescent Hills. Inspired by the robust boats of the Northmen, the orc master carpenters developed agile and resistant vessels that made deep-sea fishing possible and revolutionized maritime transport. Over time, the town became a strategic trading point for the orcs, taking advantage of its privileged position in a bay protected from the southern seas. In addition to thriving on exports of seafood, the town established itself as a vital link between the orc kingdom and traders from the north, transforming itself into a dynamic center of economic and cultural exchange.

    1. Economy and Trade

    The seas surrounding the town provide the riches that sustain its economy. Among the main exports are fresh and dried fish, seal and sea lion skins, whale oil, and walrus ivory. These products supply the orc cities in the interior and are essential for facing the long winters.

    In addition, the town serves as an intermediary for orc goods, such as iron ingots, weapons, armor, and copper and bronze jewelry, which reach distant markets. In return, high-value items are imported, such as exotic spices, fine fabrics, tools, and manufactured utensils, which are not produced locally. This middleman position enriched the city and consolidated its economic importance.

    2. Daily Life at the Port

    The port is the heart of the city, always bustling with the arrival and departure of boats. Fishermen unload their nets, merchants negotiate intensely, and children run among barrels and nets, helping to organize the goods.

    Around the port, the city's large fair operates practically all year round. Its wooden and fabric stalls display an impressive diversity of products, mixing aromas of spices, dried fish and sweet fruits. The market is a true cultural melting pot, where orcs, humans, half-orcs and dwarves coexist in an environment of commercial and cultural exchange.

    3. Laws and Governance

    The city is administered by a Council of Elders and influential Merchants, who balance the wisdom of experience with the practicality of commerce. Meetings take place in the “Hall of the Tides”, a robust building made of black oak, where important decisions are made, disputes are arbitrated and rules of coexistence are established.

    The laws are clear and practical, focusing on protecting commerce, the driving force of the local economy. Theft and fraud are severely punished, with heavy fines or even public execution in the most serious cases. Although physical disputes are discouraged, fights in taverns are generally tolerated, as long as they do not cause major damage or scandal.

    4. Traditions and Customs

    The daily life of the town is shaped by traditions that reflect the resilient spirit of its inhabitants. Before setting out to sea, fishermen hold ceremonies with small offerings to Velgrath, asking for protection on their journeys. During the Festival of the Tides, an annual celebration, the town is transformed with dances, music and feasts, marking the height of the fishing season.

    Despite its orcish roots, the town is known for its acceptance of diverse cultures. Visitors of any background are welcome, as long as they are willing to trade, whether honestly or not. Humans and orcs share fishing and sailing techniques, strengthening community ties.

    4.1 Peculiar Etiquette and Customs

    The multicultural trading environment has generated its own social etiquette. Some rules are particularly important:

    Freehand Tribute - Offering something with the left hand is considered a grave offense. In the local culture, the left hand symbolizes selfishness, as “one keeps what is most valuable while offering what is left.” Anyone who makes this mistake must apologize and repeat the gesture with their right hand, accompanied by a “Good Faith Disclaimer”.

    First Offer Ritual - Before mentioning the price of a product, it is mandatory to tell a brief story about its origin or use. This shows respect for both the product and the buyer, creating a relationship of trust before any negotiation.

    Spitting on the Floor Prohibition - Spitting on the floor of the market is an absolute taboo, since the space is considered sacred for commercial exchanges. Violation of this rule can result in severe fines or even public flogging.

    5. Places of interest

    • Harbor - The heart of the city, where boats arrive and depart, driving trade, fishing, and local life.

    • Hall of the Tides - The seat of the Council of Elders and Merchants, where important decisions and trade disputes are resolved.

    • Permanent Market - A vibrant year-round market with stalls selling spices, crafts, foods, and exotic goods.

    • Temple of Velgrath - A temple dedicated to the Mother of Water, where fishermen offer prayers and tributes before their sea journeys.

    • Iridescent Hills Warehouses - Black oak warehouses for export and import goods, essential to the city's trade.

    • Oak Docks - An area dedicated to the construction and repair of sturdy boats, essential for fishing and maritime transport.

    • Fur and Oil Market - Famous for sea lion skins, seal skins, and whale oil, the market is strategically located away from the city. They say it was a silent agreement: trade prospers, but the smell... stays far away!

    6. Neighbors of Eubenezer

    Molgrind: The Smell of Prosperity, as the locals call it, is known for its tanneries and the fur and oil trade. The village processes seal and sea lion skins, which are essential to the economy of Eubenezer. The strong smell of the tanneries keeps it away from the main town, but its residents have grown accustomed to the nauseating aromas. Life is hard but communal, with frequent celebrations after successful hunts.

    Ulkaheim: North of Molgrind, Ulkaheim is an arid village surrounded by hills and dunes with sparse vegetation, which contrasts with the icy waters of the sea. The village thrives on whale and walrus fishing, as well as ivory extraction. The inhabitants, skilled sailors, use small, sturdy boats to hunt these large creatures in the open waters. The inhospitable environment reflects the determination of its people, who make the most of every resource available to survive and supply the markets of Eubenezer with meat, oil, furs and ivory.

    Druvask: South of Eubenezer, this is a simple village focused on oyster and clam harvesting, where residents work collecting shellfish and seaweed, essential to the regional economy. Their oysters are sold at local and Eubenezer markets. The village's quiet life follows the rhythm of the tides, marked by communal meals and long hours of rest when the sea is rough.

    7. Conclusion

    The city is a microcosm where traditions, economy and culture are connected and interdependent. Although tensions between different cultures are inevitable, the pragmatism of commerce prevails most of the time. For its inhabitants, each successful transaction is a victory in the quest for survival and prosperity.

    LoopysueQuentenMonsenRoyal ScribeJuanpiMaidhc O CasainLautar85
  • Again google maps, this time the town of Hommelvik (is it near your house @Monsen ?)

    I always try to angle the view in Google Earth more or less similar to what the angle of the map would be - in this case, Mike Schley. The first view, then, sounded the alarm. Baia spot detected! And i look closer.

    Ready to trace and...

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon region - Nordhaven town.FCW
    84.72 KB

    Nordhaven: The Scum City

    1.Foundation and History

    Before the expansion of Brukon, Nordhaven emerged as a refuge for all that is most vile and decadent. Founded by exiles from Skolt, fugitives, deadbeats, and those who needed to escape from the big cities, it began as a fetid den of crime. Situated on a coastal hill with a small river that barely meets the basic needs of its inhabitants, the city flourished, not through virtue, but through the immoral survival and unscrupulousness of its founders.

    In its early years, the city depended on the plundering of villages south of Skolt, smuggling, and trading in ill-gotten goods. Its strategic location, protected and accessible to small boats, allowed it to thrive as a nest of land and sea raiders as well as clandestine traders. As Brukon grew and caravans began to pass through the region more frequently, Nordhaven became both an occasional stop for merchants and a constant threat to their lives and goods.

    This run-down city reeks of filth and moral degradation that permeates its streets. It is a place where lust, violence, and the most disgusting vices are the currency.

    2.Government: The Iron Hand of Disorder

    It is currently ruled by the League of the Iron Hand, an alliance of gangs led by the ruthless Vorkahn the Ripper, a half-orc as cruel as he is strategic. The League imposes its authority through brute force, without written laws or fair trials. Anyone who dares to defy the gangs is killed in exemplary fashion, their bodies displayed in the streets to discourage others.

    The city's "hierarchy" is maintained by fear. The League controls the flow of goods, decides who lives and who dies, and organizes attacks on caravans and ships. In exchange for a share of the profits, they provide protection to merchants who dare to trade in Nordhaven's marketplace. But even this "security system" is volatile, as betrayals within the League are common, and the inhabitants know that no one is safe from the savagery of their leaders.

    3. Daily Life: Filth and Degradation

    The streets are a maze of mud, excrement, and rotting food waste. Open sewers run down the hillsides into the river, rendering it unusable for anything other than waste disposal. The nauseating odor permeates the air, making it impossible to ignore the physical and moral decay of the city.

    Dimly lit taverns and brothels dominate the urban landscape, where the inhabitants indulge in fleeting pleasures, fueled by cheap alcohol and hallucinogenic substances. Violence is commonplace; knife fights, muggings, and even murders occur openly, often without intervention. The only unwritten rule is to avoid defying the League, but even this is ignored by those desperate or sufficiently insane.

    In a city that never sleeps, the market is a chaotic spectacle, where anything can be bought: stolen weapons, drugs, slaves, and even artifacts looted from other regions. It is a place where ambition and depravity meet, and where any vestige of humanity is quickly consumed by the need to survive.

    4. Faith

    In this part of the world, religion is a devotion to a mythical figure called "The Saint of the Outcasts", a being half man, half legend, who is venerated by those who live on the fringes of society. He is seen as the protector of criminals, the excluded and those who struggle to survive, offering forgiveness for the darkest sins and liberation for those who, like him, walk in the shadow of the law. Stories about the Saint of the Outcasts have been passed down through generations, and his figure is almost a "Lord of the Lost": a converted bandit, who became an icon for defying the authorities and fighting for the causes of those most in need. His devotees believe that he helped many escape death and capture, and that his blessing can bring fortune, protection from transgressions and a better destiny to those who surrender themselves to him with faith. On the streets, one can find small chapels and improvised altars, covered in candles, blood and flowers, offering a space of prayer for those who seek something.

    5. Conflicts

    5.1 Internal - The League of the Iron Hand, while powerful, is constantly shaken by internal disputes. Gang underbosses often conspire to overthrow Vorkahn or seize control of lucrative territories within the city. Assassinations and betrayals are common, and instability weakens the cohesion of the leadership.

    5.2 External - Nordhaven is a thorn in the side of Brukon and Skolt. Its plundering and smuggling activities have attracted the attention of the authorities, who view the city as a constant threat. However, its strategic location and the League's secret alliances with corrupt merchants make any attempt to eradicate it extremely complicated.

    6. Places of interest (numbers correspond to those on the map)

    1 Ironhand League Lair - A makeshift fortress in the city center, where Vorkahn and his underbosses plot and torture their enemies.

    2 Market - The economic heart of the city where everything is negotiated, also the site of bloody duels and executions that are carried out for the delight of the crowd.

    3 League Cave - Hidden among hills, this cave is used to store Ironhand League goods. It is guarded by traps and armed men.

    4 Kravholm Ruins - An ancient village devastated by looting. Today, it is a place where thieves and nomadic bands hide.

    5 Boatswain's Workshop - Where looted ships are refurbished for new loot. Stolen tools and low-quality wood are used.

    6 Fre Village - A small fishing village that turns a blind eye to pirates in exchange for a cut of the loot. The locals are known for their distrust of outsiders.

    7 Nordhaven Furnaces - A makeshift area for smelting looted metals. They constantly emit toxic black smoke.

    8 Distillery - A distillery that produces cheap, toxic alcohol, the main source of intoxication for the locals.

    9 Meat Market - Especially in the summer, this is a grotesque spectacle: cuts of meat from any source are exposed to the sun and dusty ground, while metallic-green flies feast on the open-air feast.

    10 The House of Nine Virtues - The most famous brothel, where everything has a price. The name is a local joke, as no virtue is found there.

    11 Thousand-Knives Tavern - A tavern notorious for constant brawls and beer mixed with river water. It is said that the owner has survived 999 assassination attempts.

    12 Body Ravine - A ravine on the outskirts where garbage and the dead (or those who are no longer worth anything) are thrown. The smell is unbearable.

    7. Local Celebrities (🤣)

    Vorkahn the Iron Fist - The brutal leader of the League of the Iron Hand, he rules Nordhaven with no mercy. He is ruthless and resolves everything by force. He loves to torture his enemies while eating pork chops.

    Ysmira the Black Widow - Owner of the "House of the Nine Virtues" - Owner of the renowned brothel, she uses charm and manipulation to control her clients and rivals. Legend has it that no lover has survived a month with her.

    Ragnor "Tripod" Thalsk - A former pirate who lost a leg in an ambush and now owns the Meat Market.

    Helgar the Mad Distiller - Owner of the "Spirit Factory of Oblivion", known for creating drinks so strong that they cause hallucinations. He himself only has one tooth and "talks" to his favorite barrel.

    Lira the Scalper - An assassin in the service of Vorkahn, she is famous for ripping off the scalps of her victims. Irony: she wears wigs to hide her own baldness – her scalp is infested with wounds.

    Svetka the Thousand-Stabbed Innkeeper - Owner of the famous tavern, she is a robust woman who has survived more than 40 fights in her establishment. She carries a knife in each boot – "just in case".

    Oldrik the Chattering Gravedigger - The gravedigger who talks to himself while digging graves. They say he talks to the dead, but he is probably just very lonely.

    Nolla the Street Child - A 12-year-old orphan, she is a talented pickpocket. Her greatest trick is convincing others that she lost her family in a fictional tragedy.

    Galdor, the One-Shelf Librarian - An exiled scholar, he keeps a small collection of stolen books in Nordhaven. His "library" is a single shelf in his damp house.

    Olven, the Eel Cook - Owner of a food stall in the market, he makes horrible dishes with eels. His specialty is "rubbery stew", whether intentional or careless is anyone's guess.

    Zara, the Wise Beggar - An elderly woman who lives on the streets and offers cryptic advice in exchange for coins.

    8. Conclusion

    Nordhaven is a latent reflection of what happens when morality is replaced by necessity and greed. A filthy, decaying city, ruled by force and corruption, where life is cheap and danger lurks around every corner. But for those willing to risk it all, it is also a land of opportunity, where profit and chaos go hand in hand. It's a place where even mud can hide gold — but at what cost?

    LoopysueRoyal ScribeQuentenJuanpiLautar85
  • MonsenMonsen Administrator 🖼 81 images Cartographer

    is it near your house @Monsen ?

    No, far to far north. If you want closer to me, you have to go to this area.

    Ricko
  • edited March 25
    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.

    Around 720 km, considerably far even for countries with large territorial extensions.

  • edited March 26

    I used Marine Dungeons as a base to make an overland. I love Sue's rocks and they fit perfectly with the initial description of the city (the map was made later). I decided to combine it with Dark Lands and Mike Schley's imported grass.

    Cheers

    This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
    File
    Ezrute - Brukon Region - Agaragar_Marine.FCW
    187.74 KB


    Agaragar: The Village Between the Hills and the Sea

    Agaragar is a small coastal village nestled between rocky hills and a sea that is constantly shrouded in mist. South of Nordhavn and northwest of Zurnak, the village’s geography reflects its simplicity and isolation. The hillsides are dotted with salt-resistant shrubs and low trees, while dark pebble beaches and icy waters mark its natural boundaries. In the distance, the wind carries the scent of seaweed drying on the rocks and the sound of waves crashing against jagged cliffs. This harsh and melancholic landscape has shaped the lives of the approximately 1,500 inhabitants, who have learned to survive in an environment as austere as the natural, political, and economic world that surrounds them.

    Laws and Government

    Agaragar’s government is rudimentary, based on an informal council made up of leaders of influential families, experienced fishermen, and respected artisans. Decisions are made in impromptu town halls in the main square, where everyone can speak, but few voices carry any real weight. The laws are simple and focused on survival: protecting the village’s resources, avoiding conflict with Zurnak, and defending against raiders from Nordhavn. Minor disputes are settled through negotiation, while serious crimes such as theft and treason are punished swiftly and severely, often by banishment.

    The local population

    Mainly composed of half-orcs and humans, united more by necessity than by affinity. The half-orcs, descendants of generations who crossed the borders of Zurnak in search of a life outside the orc domains, are known for their strength. The humans, mostly from nearby villages or expelled from large centers such as Skolt and even some from Brukostad, brought with them simple but essential skills, such as fishing, crafts and trade. This mix created a community with few cultural ties in common, but with a shared determination to survive.

    The daily routine in Agaragar is as harsh as the environment around it. The fishermen leave early, braving the cold and treacherous sea in small boats to catch fish, mollusks and crustaceans that barely cover their basic needs. Seaweed gatherers scour the rocky beaches, collecting the valuable "Salt Moss" that grows in the crevices of the rocks, while local artisans prepare nets, boat repairs, and small pottery or wood items for sale or trade.

    Hardship is constant. The sea wind chills the bones most of the year, and the poor terrain offers little but roots and bitter herbs to supplement the diet. Zurnak's taxes on seafood and seaweed are a heavy burden, leaving little for the inhabitants once the orcish town's merchants have taken their share. To make matters worse, the threat of marauders from Nordhavn is ever-present, forcing the inhabitants to improvise patrols to protect what little they have.

    Despite it all, the inhabitants learn to derive some dignity from their simple existence. The local market is a gathering place where stories are shared and fish are traded for bread or tools. At night, around communal fires, children listen to stories from their elders about better times – or worse – while adults discuss how to weather the next hardship, be it a storm or a new demand from Zurnak. Life here can be tough, but it is also full of stubbornness and an unbreakable will to move forward.

    Economy

    Modest and centered on coastal practices essential to its survival. Fishing and gathering marine resources such as fish, shellfish, crustaceans and the valuable "Salt Moss" are the backbone of the local livelihood. These products not only feed the villagers, but also serve as currency in Zurnak, where Salt Moss is highly valued for its uses in dyeing and medicinal potions.

    In addition, Agaragar benefits from its strategic geographic position, acting as a stopover for sailors and small traders passing through the sea route. However, the informal nature of these exchanges also opens up space for smuggling, which contributes to the local economy in a discreet but risky way.

    Internal Conflicts in Agaragar

    Internal Political Division - The population of Agaragar is divided between two factions with opposing views on the future of the village. On one side are the "collaborationists" who advocate a closer alignment with Zurnak, arguing that the protection and resources provided by the orcs are crucial to the village's survival. On the other side, the "independenceists" believe that Zurnak's influence stifles Agaragar's cultural and economic autonomy, treating its inhabitants as mere providers of resources. This divide often leads to heated debates and even public fights at community meetings.

    Economic Disparity - While the majority of the population lives in poverty, a few more successful merchants and fishermen manage to accumulate a bit more wealth, especially those with close ties to Zurnak. This creates resentment among the less fortunate, who see these individuals as traitors or profiteers, deepening internal tensions.

    Local Rivalries - The impromptu patrols to protect the village from marauders are also a source of internal conflict. The families that participate more often demand compensation, leading to accusations of favoritism or neglect on the part of local leaders.

    Agaragar's External Conflicts

    Threats from Nordhavn - Raiders and bandits from Nordhavn are the main external threat. Raiding caravans and plundering what little the inhabitants of Agaragar can produce, they often leave the village on the brink of destitution. Despite some attempts at resistance, the scarce resources and lack of organization make it difficult to contain the attacks.

    Economic Pressure from Zurnak - Zurnak, while not posing a direct military threat, exerts enormous economic pressure on Agaragar. His heavy taxes on "Salt Moss" and other sea products leave the village with little to trade with or support its own population. In addition, Zurnak demands exclusivity on certain goods, limiting opportunities for trade with other peoples.

    Pirates and Smugglers - Although Agaragar serves as a staging post for sailors and smugglers, these relationships often get out of hand. Pirates passing through the village occasionally cause trouble, demanding supplies or forcing locals to hide stolen goods, which invariably draws reprisals from other quarters.

    Border Conflicts with Small Villages - Some human villages near Agaragar, also suffering from poverty, view the village as an economic rival. Small skirmishes occur over disputed fishing grounds or during seaweed harvesting, with both sides fighting to protect their scarce resources.

    LoopysueRoyal ScribeQuentenMapjunkieLautar85
  • Another series of 10 maps completed, thank you God of cartographers!

    @Monsen the series is ready for the queue of a public hospital in a South American country 🤣

    Maps and writing the last region and this one left me reasonably mentally tired. I'm going to take a mini vacation 😎

    Thank you

  • MonsenMonsen Administrator 🖼 81 images Cartographer

    A vacation sounds good. Maybe I'll manage to catch up before the next batch :)

    RickoLoopysue
Sign In or Register to comment.