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Ricko

Ricko

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Ricko
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February 7, 1977
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merlo san luis argentina
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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
  • MY MUNDI IS READY!

    3 - Skeleton Coast - south part and Fishemans Isles


    Quentenroflo1LoopysueJimPMonsenLauti
  • MY MUNDI IS READY!

    Marsumilambi



    LoopysueMonsenQuentenJimProflo1Lautijmabbott
  • MY MUNDI IS READY!

    3 Skeleton Coast - Ipiuba and Monastery of the Sand


    Loopysueroflo1JimPQuentenLautiOctorilla
  • MY MUNDI IS READY!

    3 Zone - The Skeleton Coast


    LoopysueQuentenCalibreJimPLautiAleD
  • 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
  • Community Atlas: GODTAGEL Region

    Supported by Damelza, capital of Culture is the old and forbidden Angie Sage Library, name in honor of the founder, Angie the Sage.


    Loopysue[Deleted User]LautiMapjunkieGlitch
  • Community Atlas - Haddmark - Peredur

  • Snowy lands

  • MY MUNDI IS READY!