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 | 1119 times |
Cloned | 33 times |
Created | 15 days ago |
Last Updated | Yesterday |
Visibility | Public |
Coordinates | (122, 99) |
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.
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.