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Ricko

Ricko

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Ricko
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Birthday
February 7, 1977
Location
merlo san luis argentina
Rank
Mapmaker
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22

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  • Community Atlas - Fonlorn Archipelago - Bleakness - Death Forest.

    This time we're going with a ready-made mini adventure adaptable to any system, made in an unpretentious way to spend time with friends. =)

    The Tower of Ancient Deceit ☠️

    1.Introduction

    On nights when lightning slashes the gray skies and the fog creeps like a living thing, the cracked bell in the ruined tower tolls alone. No wind shakes it, no mortal hand touches it—but its call echoes through the Death Forest.

    The stories say that this tower, once a watchtower, was meant to warn the world against an ancient threat. But now that its guardians have vanished and its walls have crumbled, who or what watches over the depths below?

    As the adventurers explore the ruins, they discover a forgotten staircase beneath the tower, hidden by rubble and volcanic ash. When they manage to open its door, a damp wind blows up from the depths, carrying the smell of rotting earth and something worse.

    Someone or something awaits them down there.


    2.The Underdark

    What lies beneath the tower is older than the forest itself.

    The passage leads to a set of forgotten chambers carved into the rough stone, decorated with unholy symbols and carvings that writhe in the torchlight, as if refusing to be read. The stone feels sweaty, hot to the touch, as if something throbs beyond its layers.

    Further down, the passage opens into a vast hall, its cracked columns towering towering.

    And the bell in the tower begins to toll again.


    3.The Presence in the Shadows

    The explorers are not alone.

    Something ancient and infamous creeps in the shadows of the underworld, a being whose silhouette can never be seen in its entirety, as if its form does not belong entirely to this world. Its bony claws scratch at the walls, its breath a hot, damp breath, carrying the smell of things dead for centuries.

    The Watcher, the last guardian of the prison, still roams these great chambers, its body twisted by its eternity of vigil. But he is no longer a protector—he is a blind, hungry aberration, driven only by the desire to protect this place at any cost.

    And if the explorers go further, if they descend into the depths where reality itself twists…they will discover that the prisoner is still there. Waiting.


    4.The True Purpose of the Tower

    A small, abandoned library, tended for centuries, tells the story that the tower was built to watch over an unfathomable evil imprisoned beneath it. A being from before the dawn of man, sealed away by a forgotten order, watched over for centuries.

    But the truth is much worse. The tower was never a watchpost. It was built to keep the ignorant at bay. And the prisoner was no monster…but a forgotten God.


    5.The Prisoner

    What lies (or lay) beneath the tower is called, in ancient whispers, Karalor, Who Pulses Beneath the Earth. He is no demon, nor an aberration—he was a god of vitality and thought, worshipped in the earliest times by the first peoples of this world.

    But one day, other gods feared his rise. They manipulated mortals, twisting their myths, turning Karalor into a villain, and convincing civilizations to imprison him.

    "Karalor never devoured souls."

    "He never spread terror."

    "He offered knowledge and health… and was silenced."

    And the Sentinel, the last guardian of the seal, had fought furiously to prevent any change in order.

    The bell in the tower is not a warning to a monster.

    It is a call for help.


    6.Options

    Now, the adventurers have a choice before them (feel free to add another possibility):

    1. Do they depart and leave the tower behind? The forest will once again consume the tower, and the cycle of fear will continue, the bell echoing until the end of time.

    2. Will they attempt to reinforce the seal? To do so, they will need to discover how the ancient gods betrayed them, and perhaps pay a terrible price to prevent Karalor from returning.

    3. Will they free the prisoner? But is Karalor a benevolent god, or merely a long-forgotten entity whose true purpose surpasses human comprehension?

    Royal ScribeLoopysueMapjunkieJuanpi
  • Community Atlas - Haddmark - Peredur

    Thanks for the review mr. @Quenten .

    Names corrected North Svinhult and South Svinhult.

    Gonagas https://en.wikipedia.org/wiki/Gonagas and Noadi Council https://en.wikipedia.org/wiki/Noaidi are now fixed.

    Cheers

    Now Working on Asnen (huge) lake.

    [Deleted User]LoopysueJimPMonsenLautipablo gonzalez
  • Community Atlas - Haddmark - Peredur

  • San Luis province - Argentina

  • Community Atlas - Berenur - Urtrah Desert

  • MY MUNDI IS READY!

    Marsumilambi



    LoopysueMonsenQuentenJimProflo1Lautijmabbott
  • MY MUNDI IS READY!

    3 Skeleton Coast - Ipiuba and Monastery of the Sand


    Loopysueroflo1JimPQuentenLautiOctorilla
  • How to add depht to this canyon

    Keep in mind that deeper colors on the bottom and lighter colors on top when choosing your land features help with the feeling of depth.


    Royal ScribeMapjunkieLoopysueGlitchJuanpi
  • Community Atlas - Fonlorn Archipelago - Bleakness - Death Forest.

    And now I humbly present to you the largest concentration of (living) souls in the region. The small and suffering city of Dunmaris that resists and serves as a base of operations for any unfortunate group that is trapped in this reality 😅.

    The quality is far from me, but I was inspired by Van Gogh's initial phase and his earthy tones for the composition of the floor colors, trying to show the difficulty of living in a devastated land, only using @Loopysue Patches.


    The Town of Dunmaris

    Dunmaris was once a thriving hub in the heart of the region for those who dreamed of a prosperous life. But times have changed, and what was once a thriving city has become a place of constant struggle against hunger and despair.

    The land around it is hard, dry, and unforgiving. Crops barely thrive, and the few vegetables and root crops that do grow are stunted. The wind blows dust and ash, remnants of ancient fires and the decline of the region itself.

    Life in this region is a daily struggle. Families survive by scraping the bottom of barrels, cooking thin porridge with what they can find. Game is scarce, and what little meat is obtained must be shared among many. With no other options, the inhabitants rely on bartering with the coastal villages, exchanging what little they have for salted and dried fish, just enough to stave off starvation.

    The days are long and hard. The smell of rust and mold permeates the alleys, and the markets no longer vibrate with life—only the murmurs of weary people trading the bare minimum needed to make it to the next day. Children play with straw dolls and bones, while the elderly stare at the horizon, as if waiting for something to finally put an end to this cycle of misery.

     

    Points of Interest:

    1. Bleu Tower - Once the heart of Dunmaris' defenses, the Bleu Tower housed the local militia, men hardened by hardship and the duty of protecting the city. Its walls were once a symbol of strength and order. But the tremors changed everything. The tower cracked, its top collapsed, burying some of the guards who lived within. Now, its mutilated shell rises like a silent tomb.

    2. Old Market - Once the commercial heart of Dunmaris, full of merchants and artisans. Today it is a desolate wasteland where weeds grow between the cracked stones. The shacks rot, and the wind carries the echoes of a vibrant past. No one trades here anymore.

    3. Blacksmith - Peter has always been a man of few words and a gruff temperament, but his forge keeps Dunmaris standing. With calloused hands and a frowning gaze, he works tirelessly, forging tools, weapons, and horseshoes for the few who still resist in the city. He does not believe in miracles, only in iron and sweat. Despite his grumpiness, his forge has become a crucial point in the rebuilding of Dunmaris.

    4. The Tired Boar Tavern - Within its soot-blackened walls, the smell of bitter ale mixes with despair. Here people drown their sorrows, while old songs try to drown out the stories of what lurks outside. The flickering candlelight barely dispels the shadow of misery, but for a few hours, the regulars pretend the city is still alive. For many, drinking here is not a pleasure—it is survival.

    5. The Sleepy Roaster Inn - Before the earthquakes, an old rooster perched on the roof of the tavern would crow at odd times—at noon, at dusk, but never at dawn. Over time, it became a joke among the locals, and the establishment took its name. Today, the bird is gone, but the tavern remains, serving meager food and a bed for weary bodies.

    6. Stable - Once vital for housing horses and storing equipment, it shows signs of neglect. Its cracked wooden walls support a worn roof. Broken buckets and dusty harnesses accumulate in corners, while the smell of manure and old urine permeates the air. It still serves to protect animals, but lack of care has compromised its functionality, reflecting the neglect of its owners.

    7. Chapel - The small chapel stands as a quiet refuge. For some locals, it is a sanctuary of hope on difficult days. Here, they seek comfort in the quiet, bring offerings and whisper prayers. His simple and austere presence reminds them that, even in adversity, there is a place to find peace and renew strength, uniting the community in times of pain or uncertainty.

    8. Oswin, the last Dwarf – The humble home of Oswin, the last dwarf of Toren, is located in the southern part of the city, which was chosen for its “abundance” of resources, essential for building his equipment resistant to the toxic environment of the forest. Suspicious at first, the dwarf reveals himself to be a loyal and friendly ally to those who earn his trust. His manual skills and ingenuity have made him a fundamental part of the community, which depends on his inventions to survive. In addition to repairing tools and machines, Oswin inspires hope, showing that, even in desolation, it is possible to rebuild. He waits patiently for people willing to help him in his mission to restore what was lost, dreaming of the day when he will no longer be alone in this arduous task.

    9. Miss Cleuza Inn – A welcoming refuge amidst the chaos, run by Cleuza, a woman with a toothless smile and a big heart. Her strong temperament keeps order, while her friendliness captivates everyone. Even surrounded by despair, Cleuza laughs out loud, spreading lightness and resilience. Her tavern is more than a place to drink and eat; it is a symbol of perseverance, where strangers become friends and life, despite its hardship, still deserves a toast.

    QuentenLoopysueMonsenRoyal ScribeCalibre
  • MY MUNDI IS READY!

    3 Zone - The Skeleton Coast


    LoopysueQuentenCalibreJimPLautiAleD