Ricko
Ricko
About
- Username
- Ricko
- Joined
- Visits
- 6,374
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- Member
- Points
- 10,222
- Birthday
- February 7, 1977
- Location
- merlo san luis argentina
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- Mapmaker
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- 21
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Mapping to a friend - A Fenda (The Crack)
https://forum.profantasy.com/discussion/11631/ravenloft-subcontinent-islands#latest
There is another map that is more or less similar. Between friends and occasional orders it usually arrives like this... or worse, the map of a kingdom and without details lol
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Mapping to a friend - A Fenda (The Crack)
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Ideas and Wishes for Monthly Dungeon Symbols
Taking advantage of the launch of "ups and downs" last month, perhaps it would be good to complete this package:
Rustic curved stone staircase
Rustic curved earth staircase
"Polished" staircase: Straight and curved
Wooden staircase: Straight and curved
Ruined staircase: Straight and curved
Rope staircase
With just the current package, making a more curved staircase or even a curve in the staircase ends up with a very rough finish.
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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.









