Fantasy
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!
Played | 1127 times |
Cloned | 33 times |
Created | 15 days ago |
Last Updated | Yesterday |
Visibility | Public |
Jorrim Vell
Level 2 Half-Orc Monk -
A level 2 half-orc monk named Jorrim "Knuck" Vell, known for his protective nature and community strength, runs a fight pit in the Reach to keep his neighbors sharp and alive.
Details
Race | Half-Orc |
Class | Monk |
Level | 2 |
Alignment | |
Pronouns | He/Him |
Location | 50, -40 |
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Gold Pieces | 0 |
Silver Pieces | 0 |
Copper Pieces | 0 |
appearance
A broad and thick-limbed half-orc monk with a fighter’s frame honed by labor and years of bruised mornings. He has a square jaw, slightly offset from an old break, and worn-down tusks. His muted olive skin is roughened by ash, and his forearms bear old bite scars from tunnel creatures. He wears a sleeveless wrap made of stitched scavenger hide, belted with a braided cord from discarded beetle antennae. His hands are perpetually wrapped in a faded red cloth, stained from countless fights. His heavy but soft-soled boots are perfect for both fighting and silence. His dark eyes carry a calm, steady focus—until anger ignites them like coals. He moves with coiled precision, deliberate, as if he remembers how the ground feels when it gives way. He smells faintly of sweat, broth steam, and the dust of the Reach.
personality
Jorrim is solid as the plaza stones and just as weathered. He doesn’t say much unless he has to, but his silence isn’t cold—it’s watchful. When he speaks, it’s usually to teach, warn, or cut through someone’s nonsense. He has a strong code built on community strength: no cheap shots, no swinging angry, and no fighting hungry. He trains anyone who asks and offers food to anyone who doesn’t. Jorrim doesn’t trust the guilds, especially the Cudgel, whose recruiters he sees as dream-sellers at best and gravediggers at worst. Despite his fists and reputation, he’s fiercely protective of the Reach’s sense of family, intervening when trades go bad or tempers get too hot. He's known to give quiet counsel in the early morning hours, sitting by a brazier, bruised knuckles bandaged, eyes watching the waking plaza like it’s his ward.
backstory
Jorrim Vell, called “Knuck” after breaking a recruiter’s jaw in a Reach sparring ring, was raised by his aunt after his mother vanished during a Slough tunnel collapse. He grew up watching recruiters promise glory and gear to every hungry teen who could lift a blade—and burying too many of them weeks later. Jorrim worked a grinder crank by age ten, hauling refuse beetle shells to ash pits, but spent his nights in the dirt sparring circles, where the plaza kids learned to move fast, hit hard, and never back down. Rather than join the Cudgel, he stayed behind and began teaching self-defense to kids and scorned delvers. He’s never left the Barrows. He believes in fists over swords, and survival over valor. Now he runs one of the Reach’s side-ring fight pits—not for coin, but to keep his neighbors sharp and breathing. He’s not a hero, but he’s the reason a few kids aren’t dead.
Stats
Strength
14
Dexterity
16
Constitution
14
Intelligence
10
Wisdom
12
Charisma
8
Armor Class
14
14
14
Max HP
14
Speed
30
HP
14 / 14 HP
XP
300300 XP899
Level 2
Equipped Items
Spellbook
Jorrim Vell is not a spellcaster.