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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15 days ago
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Yesterday
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Council Chamber of Odrun
Council Chamber of Odrun
Point of Interest
Details
Coordinates(122, 99)
Description

The Council Chamber of Odrun is the heart of the Regent's Estate, a sanctified hall where the fate of Odrun Fell is debated. Every policy, law, and judgement that shapes the city is born within these walls, carried forward by the voices of the four guild leaders and the Regent. Though often thought of as ceremonial in name alone, the Regent is the tie-breaking voice that brings finality to any stalemate decision affecting the city. The chamber is the crucible of Odrun's politics, where the Ashcoats hammer out logistics, the Promissory seeks opportunity, the Barleys fight for the preservation of tradition, and the Cudgel grasps for peace and civility. Regent Myra Thorneveil does her best to guide the city, but she can only do so much.

Appearance

The exterior of the chamber juts out from the fortress like a rib of the mountain itself, wrapped in lattices of iron and brass. Stained-glass windows rise like banners, depicting stylized insects and guild heraldry in jewel-toned glass, while above them, the crest of Odrun—an unbroken chitin circle—gleams in polished copper. At night, the entire wing glows faintly from within, casting shifting mosaics onto the cold rock of the mountain face. The Council Chamber is a cavernous, cruciform hall with a ceiling vaulted high above, where chandeliers of bioluminescent silk-worm threads shimmer like constellations. The four guild thrones are positioned around a stone table, each distinct in style: one adorned in woven silks, one forged from folded steel, another etched with gold-leaf trade scripts, and one encrusted with carapace shards from delved beasts. At the far end, the Regent’s chair rests beneath a half-dome of amber-tinted glass.

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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