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Ricko

Ricko

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Ricko
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Birthday
February 7, 1977
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merlo san luis argentina
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Mapmaker
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  • 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
  • Tutorial - Between hills, rivers and trees

    In response to the request, I decided to copy and paste here - as well as add more information, the recent conversation I had with Master Quenten, with the intention of sharing the idea, who knows, it might be useful to someone.

    This tutorial is about a way to compose the landscape and help with the depth of the map. I only use images from Mike Schley Overland, but it can be used in any style.

    The two images above are made up of 3 hills on the left in a zig zag pattern and three hills in a group on the right, in the shape of a horseshoe.

    below I chose the exact same two hills as a group. the left "turned" to the left and the right I clicked mirror to invert the image and place it on the right. Note how this simple inversion of the image also inverts the perspective of the drawing. If my maps go "to the left", I try to invert the images so that they go in the same desired direction... it takes a little more work but I notice a big aesthetic difference.

    Royal ScribeQuentenMonsenJuanpi
  • A bridge II

    Hy @EukalyptusNow !

    The cliffs were not reversed. I just maximized their size. I also have a lot of problems with them, because they look very "hard" visually. I miss the Mike Schlei style of negative cliffs, like someone looking from the bottom up.

    As for the extensions of the bridge, I used the tree trunk from the monthly lumberjack symbol > tree trunk without branches. I hid it in the back after the bridge was already made... so I needed to create a specific Sheet for it. Later, I tried to hide the joints with some vegetation.

    Also note that on the bridge, I created a sheet just to put some sand on top and give it a more "used" look and notice that on the green sheet of the upper greens, I added an internal glow with a brownish color to differentiate it from the floor below (river) and try to achieve the effect of a ravine.



    P.s.: Lower Cliff lines are imported from Sue Richards Darkland Style

    Cheers

    JimPEukalyptusNowroflo1Lauti
  • 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
  • Battlemap collection for personal use

  • MY MUNDI IS READY!

    3 - Skeleton Coast - south part and Fishemans Isles


    Quentenroflo1LoopysueJimPMonsenLauti
  • MY MUNDI IS READY!

    Marsumilambi



    LoopysueMonsenQuentenJimProflo1Lautijmabbott
  • Community Atlas - Ezrute - Brukon Region

    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.


    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
  • MY MUNDI IS READY!

    3 Skeleton Coast - Ipiuba and Monastery of the Sand


    Loopysueroflo1JimPQuentenLautiOctorilla
  • MY MUNDI IS READY!

    3 Zone - The Skeleton Coast


    LoopysueQuentenCalibreJimPLautiAleD