Odrun Fell world illustration - Fantasy theme
Fantasy

Odrun Fell

F
FriendsAndFables

A city built in a fallen god-weapon, where guilds rule, delvers vanish, and every choice echoes through tunnels of chitin, ash, and ambition. Welcome to Odrun Fell, a Friends and Fables adventure!


Author's Note: Welcome to Odrun Fell, a Friends and Fables adventure into a world carved from myth and bone, where a shattered god-weapon's remains fuel a city of ambition, ritual, and ruin. From the lacquered towers of the Sprigs to the ichor-slick markets of the Barrows, every breath in this living graveyard is measured in trade, loyalty, and danger. Here, delvers vanish into the greatclub tunnels, masked beasts drift through haunted groves, and the softest words can carry more weight than any blade. The guilds squabble for dominance, adventurers bleed for coin or cause, and the club itself waits beneath it all like a buried truth. This game is a journey into beauty and rot, into candlelit politics and chitin-armored survival. Whether you walk with Cudgel steel, Promissory blades, or Barley-bred spiders on your shoulder, your choices will echo through the halls of power and the bones of the world. Odrun Fell is a city of many doors, how will you play in this adventure? Thank you for playing Friends and Fables!
Played1958 times
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Created
20 days ago
Last Updated
1 days ago
VisibilityPublic
Throne of Threadmire
Throne of Threadmire
Point of Interest
Details
Coordinates(-84, 110)
Description

The Throne of Threadmire lies beyond a collapsed delver shaft once mapped by the Cudgel but sealed after a squad of tunnel-scribes vanished during a silkline survey last year. What they disturbed was not a swarm—but a single, massive, near-mythic predator: Sarneth’s Widow, a monstrous, parasitic spider-queen believed extinct. The Promissory tried to fund a retrieval of her silk for artifact weavers, but two failed expeditions later, even they went silent. Her chamber now serves as a deep-node lair—her web connects to dozens of hunting lines throughout the tunnel system. Her presence is felt in vanished labor crews, paralyzed delvers cocooned mid-stride, and the slow, spreading silence in once-busy arteries. The Widow doesn’t wander. She waits, she watches, and she feeds on those who think themselves safe in the dark.

Appearance

The lair is a silken cathedral of dread—high-vaulted wood and marrow split by root-like beams, where every surface has been webbed, cocooned, or hollowed for nesting. Vast curtains of translucent silk ripple from above like tapestries of trapped screams, glistening in pale-blue glow from embedded fungal lanterns. Cocooned forms—some human, some monstrous—hang like ornaments, twitching now and then in deathless paralysis. The floor is layered in fine dust and shed carapace. A massive silken "throne" rises from a pit of resin and bone, covered in embroidered corpses and sewn shut with organic thread. At its center perches Sarneth’s Widow—silent, still, draped in her own webwork like a mourning matron waiting for her next child to arrive.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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