Ricko
Ricko
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Community Atlas - Ezrute - Brukon Region
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...
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?
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Community Atlas - Ezrute - Brukon Region
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.
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.
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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.
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Community Atlas - Ezrute - Brukon Region
Waiting for the F1 race 😎
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.
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Community Atlas - Ezrute - Brukon Region
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.
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?"






