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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 - 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 - 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.

    Royal ScribeMapjunkieLoopysueQuentenMonsenJuanpiLautar85
  • 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?"

    LoopysueRoyal ScribeMapjunkieQuentenJuanpi
  • Community Atlas - Ezrute - Brukon Region

    Guzvik on summer.

    Guzvik: The Meeting Place Between the Iridescent Hills and Brukostad

    Cold and lonely in the harsh winters, Guzvik is a vibrant spring and summer stopover. Strategically situated between the Iridescent Hills and Brukostad, it has become a vital resupply point for caravans, merchants, and adventurers traveling through these lands. Its origins can be traced back to a single building: the legendary Inn of Mister Guzvik.

    1 - Growth and Culture

    The story goes that Mister Guzvik, a shrewd and charismatic human, saw potential where others saw only empty land. With a small herd of cattle, a supply of strong drink, and an entrepreneurial heart, he built a sturdy inn that offered shelter, food, and security. Over time, travelers began to flock to it, and merchants realized the value of a safe resting place. Orcs from the Iridescent Hills and humans from Brukostad met here, trading goods and stories along the roads, and other buildings soon sprang up around the inn.

    2 - The Foundation of the City

    Today, Guzvik is a multicultural settlement, where chaos and coexistence go hand in hand. The orcs mostly run repair shops and workshops for various services, while humans lead the trade. The half-orcs, in turn, take on various roles often as mediators or guardians, given their ability to navigate between both cultures.

    However, its buildings and streets reflect the residents' lack of appreciation for beauty and order. The ground is often covered in mud, food scraps, and debris left by passing caravans. Piles of trash accumulate in corners, and the strong odors coming from workshops and stables overpower the aroma of spices brought by merchants. Even the houses and establishments, often hastily built, seem improvised and worn by time, giving the place an air of constant neglect.

    The city is also known for its flexible laws, where "the strongest" often decides the outcome of disputes. Fighting is common but rarely fatal, serving both to settle differences and to entertain the inhabitants. However, when conflict threatens stability, an informal council formed by local leaders intervenes to maintain peace.

    Curiously, this town transforms during the cold season. Much of the population, made up of temporary workers and adventurers, abandons the settlement during this time, migrating to other more lucrative or safer locations. This leaves the town in an almost ghostly state, with only the most resilient residents – or those with no other option – remaining to endure the icy winds and empty streets. Then it becomes even more somber, a place where cold-hardened mud and eerie silence dominate the landscape.

    3 - Guzvik’s Inn

    The original inn still stands, now run by the founder’s descendants. It is the heart of the town, with its welcoming hall filled with hunting trophies, old flags, and all manner of trinkets hanging on the walls to decorate the place. It is here that travelers exchange rumors, merchants negotiate contracts, and swordsmen recruit or are recruited. It is said that Mister Guzvik’s secret recipe for Aquavit is still in use, and drunkards report seeing his shadow occasionally lurking in the hall, overseeing the legacy he built.

    4 - Annual/Seasonal Characters

    Ralvik the Silent: A solitary half-orc, he is a constant figure at Guzvik's Inn. Always in the same corner, he drinks in silence, lost in memories he never shares. He is said to have been a great adventurer, but something terrible in his past broke him, forcing him into a life of solitude. Despite his incessant drinking, his memory is impeccable, and he remembers secrets, rumors, and stories he hears in the tavern.

    Oldrik the Innkeeper: A friendly and storyteller, he is the proud owner of Guzvik's Inn. A direct descendant of the visionary who founded the city, he keeps alive the tradition of hospitality that made Guzvik a landmark for travelers. Married to Grelka, a skilled orc baker, the two form an unbeatable duo, with her preparing the breads and pies that complement Oldrik's ale and aquavit. Always with a smile on his face, he charms customers with his repeated tales of the town’s early days and the legends of the Iridescent Hills. Despite the town’s chaotic atmosphere, Oldrik is a natural peacemaker, mediating fights in the tavern with firmness and good humor.

    Nimor, the Human Merchant: He has been coming to Guzvik for over 17 summers, always with the same grumpy demeanor. A specialist in spices and exotic fabrics, he considers the town a “necessary evil” on his trade route. While he never hides his disdain for the filth and disorder of Guzvik, Nimor acknowledges that the good profits make up for his temporary stay. Known for his meticulousness and ruthless business sense, he negotiates steadily but rarely socializes outside of trade. Despite his dislike of the place, many local merchants eagerly await his arrival, knowing that he brings rare goods and lucrative opportunities.

    Uthgar, the Orc Fighter: A living legend during the winter months in Guzvik. With arms as thick as logs and a strength capable of crushing rocks with his bare hands, he dominates the city's makeshift arenas, where fights serve as entertainment and dispute resolution. Adored by the public, Uthgar combines his brutality with an unexpected sense of humor and charisma, which makes him even more popular. He is known for lifting two opponents at the same time, just to make the crowd laugh. Despite his intimidating appearance, he is an honorable warrior who never strikes an opponent who has already been defeated.

    Grelka, the Orc Baker: Known for her robust breads, famous for being so heavy that they can be used as both food and weapons. Married to Oldrik, the half-orc innkeeper, she runs the town's small bakery with a firm hand and an intimidating gaze. Despite her questionable technique, no one dares to criticize her baking, fearing her reaction. Some joke that her breads are a testament to the strength of those who consume them, but the truth is that, in difficult times, they have become indispensable for their durability and ability to feed for days.

    Kolrik, the Human Storyteller: A figure awaited every summer in Guzvik. A gray-haired wanderer with a mesmerizing voice, he carries with him a chest full of scrolls, relics, and musical instruments that he uses to bring his stories to life. A vast connoisseur of ancient legends, both of orcs and humans, Kolrik is a bridge between the two cultures. He narrates epics of fearless orc warriors, human tragedies, mysteries of the Iridescent Hills, and legends of the Enchanted Valley. Respected by all, his visits are a rare moment of unity in the city. They say that, behind his stories, Kolrik hides a mysterious past.

    Morg, the Orc Musician: A notable presence in the place, he leads the chaotic band Morg and the Thunder Goblins, known for their deafening and unpredictable sound. A percussionist of improvised drums with brutal and out-of-step beats. At his side, Zik "Nimble-Fingers", a restless goblin flute player, who tries in vain to bring some melody with his bone flute. Completing the trio is Grukk "Spark", a pyrotechnic goblin who turns each performance into an explosive show with his rusty bells and destructive sparks. Together, they create music as wild as Guzvik itself, captivating or terrifying audiences with their unique and unmistakable chaos.

    Druk, the Wandering Orc Smith: A rugged traveler who spends his winters in Guzvik, offering his services to locals, hunters, and warriors. With calloused hands and immense strength, he repairs tools, armor, and weapons with skill and speed. Despite his intimidating appearance, Druk is known for his honesty and a strangely dry sense of humor.

    LoopysueRoyal ScribeQuentenJuanpiKevinLautar85
  • Community Atlas - Ezrute - Brukon Region

    Orc time 💪


    Iridescent Hills

    East of the Jorvund River lies a humid region less suited to animal husbandry than its western counterpart, and even further east – the Iridescent Hills. In the past, these lands were seen as a forced exile for the defeated orcs after the great battles against the men of the north. The latter, in turn, took possession of the fertile plains and considered themselves the victors, lords of the best lands. However, necessity leads to adaptation – or death – and the orcs chose to adapt.

    Until then semi-nomadic, they were forced to change their way of life. The new territory pushed them to permanent settlements, and there, generation after generation, they built their new communities. Proud tribes, with a strong sense of belonging and a deep knowledge of nature, worked together to shape their own survival. What had been an exile became, in time, a stronghold of strength, growth and independence. They embraced their destiny and prospered.

    1. Economy and Evolution

    The orcs' adaptation was not only due to their survival in the new way of life they had adopted, but also to their economic progress. They soon discovered that the land held something even more valuable than livestock or crops: minerals. Iron and copper, abundant in the hills, became the basis of a new economy. The hard work of the tribes led to the creation of mines and forges, resulting in the production of metal bars, tools, weapons and jewelry. Trade with Brukostad became highly profitable, allowing the orcs to leave behind the poverty of their early years and, over time, even establish a favorable trade balance.

    The economic transformation strengthened their society. In a few generations, the orcs of the Iridescent Hills went from being seen as refugees to becoming respected merchants and blacksmiths. Their skills in metallurgy were recognized throughout the region, and their growing wealth aroused both envy and fear among the men of the North. What began as a marginalized territory now stood as a symbol of strength, with prosperous cities and a people proud of their ability to overcome obstacles.

    2. Political Structure and Laws

    The society maintains its community traditions and has developed a political system based on cooperation and consensus. Inspired by ancestral customs and influenced by the new economic reality, they structured a government model that balances tradition with the need for centralized organization.

    Power is exercised by the Council of Tribes, composed of chiefs from each city and community elders who make fundamental decisions about trade and defense. This council elects a Supreme Chief, a position granted to a leader of great wisdom and prestige, chosen by the vote of the council's representatives at a time of greatest need.

    Orcish laws reflect a society of strong collectivity, where the common good usually trumps individualism. Some of the main legal traditions include:

    • Right to Land and Work: No orc can be the absolute owner of the land or mines. The use of resources is determined by the council, ensuring that the entire community benefits from extraction and trade.

    • Collective Forges: The great forges are operated jointly by families and tribes, each contributing and receiving their share of the profits.

    • Honor and Work: Those who refuse to contribute to society, whether in defense, extraction, smithing, or trade, are seen as unworthy. Without severe punishment, they are marginalized, and must prove their worth through service to the community.

    • Tribal Code of Justice: Serious crimes, such as treason against the people or theft of community resources, are judged by the council. Punishment ranges from hard labor to exile, depending on the severity of the offense.

    • Protection of the Ancestors: Ancient temples and caves are respected, and their secrets are preserved.

    • The Right of Blood: If an orc is unjustly wronged, he or his family may demand formal compensation from the council. Minor disputes are resolved through ritual challenges, ensuring justice without the need for internal warfare.

    3. Culture and Society

    Collectivity is at the heart of this culture's identity, and every custom, tradition, and artistic expression reflects this spirit of unity. The local orc language derives from an ancient tribal tongue, rich in guttural sounds and deep intonations, but due to constant contact with human traders, many orcs also speak a rudimentary form of the northern language, used especially in trade. Internal dialects vary very little between tribes, while human words gradually begin to form part of their vocabulary.

    Spirituality is deeply linked to respect for the spirits of the land and ancestors. Shamans play an essential role, interpreting omens and conducting rituals to balance the physical and spiritual worlds. Sacred caves serve as pilgrimage sites, where warriors and leaders seek visions before making important decisions. There is nothing better to strengthen community ties and connection with tradition than festivities, here are a few: During the Blood Oath Ceremony, young people who come of age gather to promise loyalty to the people before the Council of Tribes. Each person faces a physical challenge, makes a vow of service to the community and burns a hair or piece of leather to seal their connection with their ancestors. On Remembrance Day, families visit the graves of their ancestors, leaving offerings and telling stories of the great deeds of the past. At nightfall, the community gathers around bonfires to remember those who came before, reinforcing the continuity of the people.

    In addition, the Iron Games are an annual celebration of the strength and skill of the orcs. Competitions in stone lifting, wood cutting, weapon forging and fighting honor the vigor and ingenuity of the people. The winners receive great prestige and earn the right to lead hunts, troops and commercial expeditions in the next cycle.

    Their art is manifested primarily in jewelry, metal sculpture, and tribal adornments. Weapons and armor are carved with runes and patterns that tell stories. Their music is intense and percussive, with drums and ritual chants used in celebrations and battles.

    The population that inhabits Iridescent Hills is mostly orcish, but there are a significant number of half-orcs, descendants of orc-human relations. Unlike in human settlements, where they face severe prejudice, here they are accepted, but often considered “doubly displaced.” Lacking the physical stature of full-blooded orcs and lacking full acceptance from both worlds, many half-orcs end up taking on intermediary roles, as small traders or even mercenaries. Some prosper, but all struggle hard to find their place.

    4. Military and Defense

    Defense is based on collective strength and adaptation to the terrain. Major cities, such as Druvgar, have reinforced palisades and watchtowers, with sentries on duty day and night. Outposts in the hills ensure that any hostile movement is detected before it reaches the settlements.

    The military structure is decentralized but highly efficient. Each tribe maintains its own militia, made up of experienced warriors and young men in training. In times of war, these forces unite under the leadership of a commander chosen by the Tribal Council, usually a renowned warrior or a veteran chief. It is worth mentioning that they are experts in ambushes and guerrilla warfare, taking advantage of the terrain to compensate for any numerical disadvantage.

    Ironically, however, the orcs have been reversing the balance of power in the valley over the past few years. With their mastery of metallurgy and the wealth generated by the trade in minerals and forged goods, the orcs now possess weapons and armor superior to those of the human forces in the region. Iron mined from the hills, once exchanged at disadvantageous conditions, now equips orc warriors with refined steel blades and robust armor, while human armies, once so superior, are beginning to feel the weight of their technological lag. Tribes that once fought with efficient, albeit primitive, weapons now boast balanced spears, reinforced bows and sharp blades, latent proof of growing prosperity.

    The alliance with other peoples is unstable. The various tribes of the Hills maintain a trade pact with human cities, but mutual distrust prevents deeper cooperation. Some tribes are seeking new maritime agreements to cut their dependence on Brukostad merchants, contributing even more to the constant tensions between leaders and merchants on both sides. Internally, power struggles between great merchants and influential warriors also occur, creating political rivalries.

    In addition, external threats require constant vigilance. Raiding bands from the north frequently attack caravans, and rumors suggest that some isolated orc tribes may be exploiting hidden mines without paying due tribute to the council. This raises the risk of internal conflict, especially if a tribe gains too much power without the consent of its elders.

    5. External Influences and Diplomatic Relations

    Iridescent Hills maintains a pragmatic relationship with the outside world. Trade with Brukostad and other human cities is essential to the orc economy, but it is also a constant source of headaches.

    To the north, raiders and mercenaries pose a constant threat to overland travel, forcing the orcs to reinforce the security of these caravans. There are rumors that smaller tribes have recently tried to strengthen ties with these factions in order to gain political advantage.

    It is worth noting once again that the orcs' growing technological advantage is beginning to change their position in the geopolitical scenario. Once marginalized, they now command respect both for their military power and their economic importance. However, this rise also generates fear among their neighbors, who see them as an emerging threat.

    These people do not seek domination, but neither do they accept continued exploitation.

    6. Legends

    6.1 The Black Goat – Guardian or Troublemaker?

    Deep in the almost endless hills, between valleys and rocks, roams the Black Goat — a gigantic creature, with horns twisted like oak roots and eyes that glow like embers. Some say he is the spirit of the mountain, others swear he is just a stubborn goat... only three times bigger.

    For some, he is a guide, leading lost travelers back to the path. For others, a real troublemaker, stealing supplies and leaving behind a trail of chaos. Some say he once knocked down an orc chief in the middle of a speech and ate the map of an entire expedition.

    Whether an ancient spirit or just a very clever goat, no one denies his presence. He may be an ally — or the reason your dinner mysteriously disappeared. And remember: never look him directly in the eye... they say it brings bad luck!

    6.2 The Bottomless Pit

    Between the hills, hidden by mist, lies the Bottomless Pit, a gateway to the world of the dead. The orcs say it was dug by forgotten hands and sealed by the gods, but never completely closed. They say anything thrown into it disappears forever, sucked into the domain of the hungry spirits.

    6.3 The Mistbringer

    A faceless entity that appears on the coldest nights, shrouded in an eerie mist. Legends say that those who gaze upon it for too long have their bodies and souls ripped away and pulled into the mist. Ancient as the forgotten gods, it is believed to have been a guardian of gates between worlds, now corrupted. Wherever it passes, silence reigns, and only footsteps remain at dawn. It cannot be defeated, only avoided.

    7. Places of interest

    7.1 The Silent Eye

    Atop the highest mountain in the Iridescent Hills, shrouded by fierce winds and constant cold, stands The Silent Eye—a stone temple that stood long before the orcs set foot on these lands, its origins shrouded in mystery and fear. Seen from the sky, its circular shape resembles an eye carved into the earth, ever watchful.

    The few records of the temple suggest that it was built by a long-extinct civilization whose knowledge of the heavens surpassed that of the wisest shamans. As if brought from distant lands, the stones that compose it are found nowhere else in the region. Its ruins have withstood the most violent storms.

    For the orcs it is a place of fear, for they fear the spirits that, according to legend, still roam among its weathered columns. On certain nights of the year, a strange light shines over the temple—a cold, yellow glow. Some believe it is a sign from the ancient inhabitants or even an attempt to communicate with the living. Others claim it is just the winds and the reflections of the moon, trying to deceive the unwary.

    The elders say that, long ago, a young orc defied the warnings and climbed to the site to prove his courage. He spent an entire night among the ruins and, upon returning, he had changed. His eyes, once bright and burning, had lost their shine. He never spoke a single word again, only sat every night facing the mountain, as if he heard voices that no one else could hear and was considered a lunatic.

    Since then, few have dared to venture there. Those who go and return speak of moving shadows and the uncomfortable feeling of being watched by something invisible. Perhaps the temple still fulfills its original purpose, watching over the heavens... or perhaps it has turned its attention to those who dare to disturb its silence. 7.2 Turquoise Hot Springs – The Refuge of the Orcs

    Located east of Druvgar, at the base of the Zarn’Vol volcano, the Turquoise Hot Springs are one of the most revered natural treasures of the orcs of the Iridescent Hills. Their vibrant blue hot springs emerge from the warm subsoil of the dormant volcano, creating natural pools and stone reservoirs, where the temperature decreases the farther away from the source one travels. During the harsh winters, these waters become an essential refuge, attracting travelers and weary warriors in search of rest and revitalization.

    Orc legends tell of the Hot Springs as a gift from the spirits of the mountain, a blessing for those who were able to harden the harshness of exile. Shamans claim that the waters have healing properties, capable of relieving pain, strengthening the body and even purifying the soul. For this reason, the site has become a center of spiritual rituals, where orcs hold ceremonies to honor their ancestors and seek guidance during difficult times. In addition to their medicinal and spiritual importance, the hot springs are a social gathering place. In winter, entire tribes gather around the stone pools to share stories, trade goods, and strengthen alliances. The warm mist rising from the waters mixes with the sparse pine vegetation, creating a scene of rare beauty, especially at sunset, when the intense colors of the sky reflect on the crystal-clear waters and the colorful hills around it.

    7.2 Turquoise Hot Springs – The Refuge of the Orcs

    Located east of Druvgar, at the base of the Zarn’Vol volcano, the Turquoise Hot Springs are one of the most revered natural treasures of the orcs of the Iridescent Hills. Their vibrant blue hot springs emerge from the warm subsoil of the dormant volcano, creating natural pools and stone reservoirs, where the temperature decreases the farther away from the source one travels. During the harsh winters, these waters become an essential refuge, attracting travelers and weary warriors in search of rest and revitalization.

    Orc legends tell of the Hot Springs as a gift from the spirits of the mountain, a blessing for those who were able to endure the harshness of exile. Shamans claim that the waters have healing properties, capable of relieving pain, strengthening the body and even purifying the soul. For this reason, the site has become a center of spiritual rituals, where orcs hold ceremonies to honor their ancestors and seek guidance during difficult times. In addition to their medicinal and spiritual importance, the hot springs are a social gathering place. In winter, entire tribes gather around the stone pools to share stories, trade goods, and strengthen alliances. The warm mist rising from the waters mixes with the sparse pine vegetation, creating a scene of rare beauty, especially at sunset, when the intense colors of the sky reflect on the crystal-clear waters and the colorful hills around it.

    7.3 Land of Sighs – The Cursed Cemetery

    West of Grukvik lies an ancient cemetery, a place that even the orcs dare not name aloud. The soil there is dry and infertile for even the hardiest of plants. It is said to belong to a forgotten civilization, whose dead never found their proper rest.

    The air is heavy, permeated with the metallic smell of death. Those who venture here feel the energy slowly drained from their bodies. Distant whispers echo among the cracked tombstones, and ownerless shadows glide across the graves, watching, waiting. Those who stay too long feel an unbearable cold penetrate their skin, and their bones begin to weigh them down, as if something is pulling them down – until there is no life left.

    It is said that the unfortunates who succumb to the power of the cemetery rise the following night, empty of life, condemned to wander eternally, protecting that cursed ground and dragging new unwary souls to their deaths.

    No one knows what cursed that place, but one thing is certain: the dead there never sleep.

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