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
Last Updated
Yesterday
VisibilityPublic
Gate of Tines
Gate of Tines
Point of Interest
Details
Coordinates(-106, -88)
Description

The Gate of Tines is Odrun Fell’s southern gate, where the Road to Odrun meets the city’s outer wall. Unlike the opulence of the Sprigs or the chaos of the Spindle, this gate is functional, fortified, and fiercely watched. It's the main checkpoint for caravans, pilgrims, and would-be delvers hoping to prove themselves worthy of entry. Managed jointly by the Cudgel and Promissory, the gate balances vigilance with commerce—no shipment enters without scrutiny, and no smuggler lasts long unless they're useful. Cudgel officers vet delving hopefuls while Promissory scribes log taxes and trade manifests. Those familiar with its rhythm call it the “First Weight,” where the tone of a venture is set by how you're greeted: with a nod, a ledger, or a blade.

Appearance

The Gate of Tines is broad and low-slung, framed by reinforced stonework and plates of amber-stained chitin arranged like overlapping beetle shells. It squats at the base of a sloped bluff, flanked by guard towers woven with silk cordage and copper reinforcements. Bone-banners flutter from iron spikes atop each tower, each painted with the seal of the Council—four interlocking sigils on a background of soot-black cloth. Along the outer wall, dozens of chisel-gouged names mark fallen defenders, etched by their comrades in quiet defiance. At the gate’s center, a wide portcullis of fused mandibles creaks as it rises, revealing a checkpoint courtyard where caravans queue between iron braziers and ash-marked posts. Stained canvas awnings stretch between vendor stalls and guard booths, catching dust and sunlight in equal measure. Lanterns of bioluminescent silk sway gently over the entry path, casting an amber glow that welcomes and warns in equal parts.

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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