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!
Played | 700 times |
Cloned | 27 times |
Created | 13 days ago |
Last Updated | Yesterday |
Visibility | Public |
Barley Fields
Just outside the walls of Odrun Fell are fields that are well tended to by the Barleys. Some of the Barley's most seasoned breeders raise livestock, harvestable beetles, and their iconic treebugs. Treebugs of varying sizes are harvested here, towering stickbug-like creatures with fruit-bearing limbs that are harvested like orchards legs. The fields are less like a farm and more like an ecosystem, carefully balanced and stubbornly protected from outside interference. This area serves as both a vital food supply and a living laboratory. Breeding pens and hatchyards dot the fields while Barley tenders in silk-draped garb monitor the harvests. Tradition is law here, and many of the breeding lines have been preserved for generations. The fields are strictly patrolled and warded, so most avoid walking anywhere near the fields when traveling outside the city walls.
Greatclub Tunnels
The Greatclub Tunnels within the Handle are a a phenomenon unlike any other. They are a series of tunnels carved through petrified marrow and hardwood. The Greatclub Tunnels are mostly filled with insectoid creatures that have grown to monstrous sizes over the may centuries, many of which are coveted for their various parts or uses for different kinds of work. The greatclub itself is even a source of reward for a delver, as rare metals can be found within the greatclub, as it the ancient colossal weapon were a mountain of it's own. Delving into these tunnels is a constant cycle of risk and reward. Those who brave the depths find themselves face to face with giant wasps, beetles, spiders, and if they're unlucky, the Huskboil Mite Swarms.
Murkrun Forest
South of Odrun Fell lies Murkrun Forest, a dense stretch of wilderness untouched by the warping magic of the greatclub. Unlike the Shroud, there are no glowing spores or mask-stealing beasts. This forest is just trees that creak with age, beasts that follow natural hungers, and trails that wind like forgotten thoughts. It is not safe, but it is understood. Murkrun is where bandits sharpen their blades, druids whisper to oaks, and old roads vanish beneath moss and root. Travelers say it has no wonder, only warnings. Murkrun is a reminder of the world before Odrun Fell, before chitin halls and delving guilds. It's the place where young adventurers test their steel and where caravans pass with wary eyes. No guild lays claim here. There’s no profit in taming it, only simple travel and survival. In recent years, some creatures cross into Murkrun Forest from the Greatclub Tunnels, but it is a rare sight.
Odrun Fell
Odrun Fell is a city built within the ruins of a weapon forged for gods, a greatclub that was dropped by an ancient titan during a long forgotten war. Various guilds rule this city from their thrones of chitin, silk, steel and gold. The city regent, Myra Thorneveil, presides over the city as a ceremonial figurehead, her power held in check by her insecurities, as well as the competing interests of the Barleys, Ashcoats, Promissory, and Cudgel. The districts are as divided in culture just as much as the factions. With residents of the Sprigs overlooking every other district, residents of the Spindle only seeking trade and personal benefit, residents of the Barrows just doing what they can to get by, and residents of the Hilt constantly preparing for the next dangerous delve into the greatclub. Every piece of Odren Fell is stitched into a living economy that feeds off the bounty and danger within the depths of the greatclub.
Odrun's Handle
Odrun's Handle, also known simply as the Handle, is the backbone of Odrun Fell. The handle is a maze of reinforced chambers and half-mapped out tunnels drilled deep into the fossilized shaft of the greatclub. From the surface, the Handle might just look like a petrified cliff riddled with massive holes and crawling with colossal insects. From the inside, the Handle is filled with an intricate tunnel systen that seemly stretches out for eternity. Within the Handle are several man made caverns and tunnels carved out by members of the Ashcoats, but there are many more natural tunnels formed by centuries of insectoid infestation. The passages are filled with noise, the hum of beetle wings, the hiss of burrowers, and the clinking and clanging of Ashcoat mining picks. The Handle is the most actively explored section of the Greatclub, a place where danger and profit dance in equal measure. Here is where the economy of Odrun Fell breathes.
Odrun's Head
Odrun’s Head marks the southeastern edge of the city. It's the colossal, warped crown of the titan’s greatclub, now sealed off by all four guilds. Unlike the Handle, whose infestations can be culled and harvested, Odrun’s Head teems with unnatural insectoid life—mutated, intelligent, and possibly arcane. Entire delving parties vanish within, and there have been no survivors to tell of the dangers within. The Barleys refuse to harvest from it, the Ashcoats have sealed its edges in molten chitin, and the Promissory halted trade routes nearby. Captain Orin’s Cudgel holds the perimeter with rotating squads, not to explore, but to contain. The surface pulses with bioluminescent cysts and fungal towers. Mist rises from its cracks like breath. Silk-strung watchtowers line its border, but few look too long. The guilds agree on little—but they agree on one thing. Odrun’s Head must remain closed... at least for now.
Regent’s Estate
The Regent's Estate is perched against the jagged slope of Mount Vellspire, to the northeast of the greatclub past the Sprigs district. The Regent's Estate stands as the only part of Odrun Fell not directly build into or beneath the colossal greatcub. Here, the Council of Odrun convenes to pass laws, debate policies, and render judgement on matters too large or dangerous for any single guild to settle. It's a place of slow decisions, heavy silence, and a lot of tension. Although the role of the regent is considered to be a ceremonial title, it is still backed by a lot of real political power. Within the high walls of the Regent's Estate, regents like Myra Thorneveil attempt to hold back the tide of influence while most guild leaders vie for control under the guise of civility.
The Barrows
The Barrows are the backbone of Odrun Fell, teeming with hardworking laborers who are often overlooked by the city elites. Laborers here wake up to the sound of chitin bells and return home covered in insect ichor, scraping by on whatever coin that trickles down from the guilds. The Reach is a section of the Barrows filled with repurposed bug carapaces used for housing. Within the Reach, laborers and their families gather out of necessity, bartering for low quality goods, tending wounds, and sharing what little resources they have. There is a lot of pain here, but there is also pride. Many laborers are injured in their line of work, being unskilled and ill-equipped to face most of the threats that await them in the greatclub. When sick, injured, or too old to continue as a laborer, the residents of the Barrows turn to Orin Vellak as their symbol of hope. Within the Barrows is The Dome, a grain dome repurposed into a shelter that Orin uses to provide temporary assistance to the needy.
The Hilt
The Hilt is a district of steel boots and ready packs, where members of the Cudgel are constantly cycling into and out of the greatclub tunnels. The Hilt is built near the thickest part of the greatclub's handle, where the district functions as the established entry point into its depths. Workshops clang, staging halls are filled with mission boards and the shouting of constant orders, and armored beasts and insects bred for hauling lie in their pens. The Hilt is filled with adventurers, delvers, and haulers, all mingling with faces that are marked with either grime or glory. Here, aristocracy is almost non-existent because the Hilt moves with too much momentum for anything but action. Those who want to feel the heartbeat of Odrun Fell only need to stand at the Hilt and listen.
The Shroud
Where the titan’s greatclub first struck the earth, the world changed. The impact birthed a twisted forest known as The Shroud, where magic leeches from root and stone like sap. Here, nature is no longer bound by old rules. Trees tower like giants, just like the rest of the forest's inhabitants. Insects grow larger, smarter, and stranger. The most terrifying denizens of the Shroud are the Hollowmasks—chameleon-born horrors warped by the club’s lingering magic. They wear the stolen faces of those who wander too far and do not return. Most Odrun delvers speak of them in hushed tones, and few who enter their territory come back sane, if at all. The Cudgel sometimes dares to scout its fringes, but no guild claims the interior. Its heart is reserved for mad prophets, dying beasts, and roots that drink from cursed bones.
The Spindle
The Spindle is a section of Odrun Fell where market stalls and shops are around every corner. This district is always full of motion, noise, and trade. The sound of traders shouting about rare dyes, wasp thoraxes, chitin, and everything in between. The scent of sweet pollens, bitter herbs, and a variety of insect pheromones assault the senses. It's commonly said that if it exists in the greatclub, it can be found in the Spindle. The Promissory ensures that gold flows in this district and that questions don't. Beneath the surface of the Spindle is a dark underbelly. Travelers looking for something not commonly sold on the streets might find shops that sell what most guilds forbid behind false crates and beneath trapdoors. Some of the seasoned shopkeepers may also know how to make anything vanish, from coin, contraband, or even conscience.
The Spirals
The Spirals are a naturally unnatural cavern complex formed from the roots of the Shroud. Many of these roots feed off the old blood and marrow that seeped into the forest from the titan's greatclub, twisting around pockets of buried magic like a fist closing off secrets. Insects are drawn to this strange energy, often weaving homes, hives, and tunnel networks here. They build entire subterranean ecosystems of all manner of enhanced species of bug, and even beast. The Spirals are known to be where the Hollowmasks first emerged from, and where they continue to breed and spread. Explorers will sometimes hear cries for help or the call of a friend from the tunnels. Although Hollowmasks terrorize the Shroud, and even these Spirals, there is no other place within the forest where rarer insects or plants could be found. Species that produce rich oils, nullify illusions, or spores that can revive someone from the dead. Many who seek wealth and glory attempt to survive the Spirals.
The Sprigs
In the Sprigs, coin outweighs the voice of reason. Here, the guild elite live lavishly while plotting against each other behind closed doors. Every household, from the Barley's estates to the Promissory's towers, clings to either tradition or influence. Residents of the Sprigs overlook the rest of Odrun Fell. In the Sprigs, coin outweighs the voice of reason. Here, the guild elite live lavishly while plotting against each other behind closed doors. Every household, from the Barley's estates to the Promissory's towers, clings to either tradition or influence. Residents of the Sprigs have forgotten that the city's life blood flows from laborers and delvers that are far below them. Residents of the Sprigs have forgotten that the city's life blood flows from laborers and delvers that are far below them. Within the Sprigs, every kindness is a ledger entry and every visit is a move on an unseen board. Favors are not cheap and will sometimes need more than just gold to acquire.
Veinspring
The Veinspring is a fast-flowing river that cuts through the city. It descends from Mount Vellspire in the north, dividing the opulent Sprigs from the bustling Spindle, flowing deeper through the Barrows. The river is used for washing, gathering, and travel downstream. Some of the creatures within the Veinspring are not always natural. Giant crawdads scuttle beneath the surface, sometimes causing trouble within the city. Fishermen in the Barrows sometimes hook more than they bargained for, and Promissory smugglers have been known to lose entire skiffs to something just beneath the surface.