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!
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Created
15 days ago
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Yesterday
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Emberhook Hall
Emberhook Hall
Point of Interest
Details
Coordinates(-76, 13)
Description

The Emberhook Hall is a central mission staging hub for all Cudgel deployments. The hall is an enormous dome where delvers receive their assignments, form parties, and record their findings after returning from the Handle. The walls of this hall are scorched from torch smoke and engraved with the names of those who have died while delving into the greatclub's tunnels. Every name on the wall is considered sacred, and only the leader of the Cudgel, currently Captain Orin Vellak, is allowed to add new names on it. It's common for members of the Cudgel to reach out and touch a brass hook on the wall for good luck before leaving for a delve.

Appearance

A vast domed hall carved into the side of the greatclub’s handle, lined with fire-warped chitin and blackened stone. Massive insect-bone support pillars arch toward a ceiling lit by bioluminescent beetle sacs. Mission boards crowd the central floor, surrounded by tables stacked with maps, scrolls, and bone charms. Brass hooks and ceremonial spears line the walls above a black altar scarred by fire.

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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