The City-State of Orm

Here is some Moebius for inspiration.
In the shadow of the Impossible Keep, rests the settlement of Orm. The walled community rests where the Gloaming Hills meet Sourwood Marsh. Allowing no entry from the coast of the Cerulean Sea, Orm has commanded the marshland for Aeons. Once, durinng the peak of the Empire-That-Was, Orm possessed legendarily decadent gardens. Their ruins rest above New Orm along with crumbling remnants of structures from when the Cerulean Sea stood taller. This shell of a past grandeur, the Orm-of-Old, is visible throughout all points in the modern township and reminds its citizens that the greatest days of Orm have past.

All know that the current ruler of Orm, the Rani, cannot accept this truth which is apparent to her subjects. Like many of the local petty rulership, she declares Orm a City-State. Ruling from the Impossible Keep, she commands a force of mounted knights and armored foot but rumor has it that she has not the coffers to fund her plan of unifying the neighboring city-states under her banner. As of late, the Rani has become reclusive. Some claim it is a depression brought on by the stalling of her ambitions while others say she is lost in planning to launch her campaign anyways.

A Layout of Orm

Below is a procedurally generated map of locations in New Orm noteworthy to adventures along with brief descriptions of them.

 1. The Drinking Crow [Tavern]

Owned by the one-armed dwarf known Gabby, this harbor-side drinking establishment is patronize by a more upstanding patronage than its rival public house in Orm. If one catches Gabby behind the bar, they can get the retired adventurer to spill some of the local gossip or a bit of advice from his days as exploring the ruins his forebears built for the cost of a round of drinks.

At any given time, 1d4 of the taverns patrons are veterans of the Cerulean War, who never could adjust to post-war life, looking for some mercenary work. They come outfitted with a spear, shield, and leather armor but will gain a +2 to morale if they are outfitted with superior arms. Over a drink, they will discuss with rates which begin at 1gp per day.

Meeting at the tavern every fortnight is the Society of the Coruscating Seal. Members gather to discuss their studies in theoretical esoteric and occult matters. While unable to master practicing such arts themselves, they are able to aid in matters related to said arts including the following ways:
  • For a donation to the Society of 100gp, they are able to fumble their way through identifying magical items with 85% accuracy.
  •  The Society are able to reduce the cost of magical research by half but their assistance doubles the research time needed as they pour through their meager libraries and hold extra meetings to debate the magical matters being researched.

2. The Monument of the Old Gods

This towering statuary honoring forgotten deities of Aeons past serves as center of Orm. None can identify any of the various beings who forms are carved into the stone nor do they clean away the leavings of the sea birds that roost atop it.

3. The Alley of the Gods

South of the Monument and off the town market twists the narrow way that is home to public religious life in Orm. From the Aspirants of Mu evangelizing the path subservience to your inner divinity to the doomsday cultists of the Scarlet Maw, many of the multitude of faiths found in the last days of the World can be found here. The most popular spot along the Alley is the Shrine of the Free Prince. A surprisingly hopeful bunch, the clergy of the Shrine sell the following:
  • Holy Water for 25gp a vial.
  • The Greatest Escape- Tea that "reveives" the dead. Those recently departed (1 round per character level) that are given sips of the tea for 1d6 turns find themselves returned to consciousness with 1 HP. Costs 100 gp.

4. The Market

Just south of of the Monument, this open-air market is the heart of commerce in Orm. This is where to buy standard adventuring gear. Every fortnight, this is where to find even more than that.

5. The Subtle Chateau

From this crumbling seaside manor, the down-and-out of Orm can find shelter in this flop house for 1sp a night. Those seeking long term residency can arrange discounts related to labor around the property with its "landlord", a kind-hearted drunkard known as "The Gentlman-in-Rags".

Residents of the flop house know that a raven that roosts in petrified olive tree on the grounds will share local rumors for shiney trinkets.

6. The Loan Bank

Noticably the most secure structure in Orm, this loan game has up to 7,000gp available for loan. The banker, Yoseppi, will house coin and other valuables to interest parties in its vaults. If the items are removed within three months of deposit, there is a 10% fee. Those aiming to dig into the banks deep vaults would have to tunnel through the nearby copse of trees.

7. An Ignored And Untouched Copse of Trees

Locals of Orm pay a purposeful lack of attention to this copse of oak trees Northwest of the Monument and work make sure things stay that way. They refuse to answer any questions about the trees.

Elves and others of elfinkind recognize this copse as the seat of power in Orm knowns as the Court of the Twilight Shore. Under the Lady Blackmarsh, the Court rules over the settlement and the nearby marsh. Court members seem to view the Rani as a distant power and generally ignore the humanity in Orm.

Members of elfinkind in the realm, those that enter into contracts with the fae, cause harm or insult to a member of the Court, or wear the color purple fall under the law of the Court. Its justice is characteristically cruel, brutal, and fickle.

8. Stables

This outdoor series of kennels, stables, and other animal enclosures North of the Monument is the place to find mounts, beasts of burden, and pets. None of the creatures sold here match the description of any known animals and look each unique one from the other. It is said that long ago, a wizard fashioned fantastical creature to be displayed in one of the gardens of Orm. It is claimed that these creatures, bred through a complicated form of animal husbandry, are their decedents. Currently, the follow are available for purchase:
  •  Nine mounts (80gp each)
  • Four beasts of burden (40 gp each)
Those seeking to stable an animal here can for the price of one 1sp a night.


9. The Burning Witch [Tavern]

No one knows who owns the Burning Witch but every night, an blue-haired woman named Rosey serves up the best drinks in the region to some of Orm's rowdiest including off-duty town guards. Don't go looking to Rosey to spill the latest rumors, as the bartender barely speaks the local dialect. Instead, share a bottle of the house's finest and the regulars are more than willing to spill the latest word from the streets.

There is always some town tough burning a candle from both ends looking to live fast, die young, and live life to its fullest before then. They are outfitted with a jack of plates (AC 12) and a club (1d6 damage). For 5 sp per day, they will join a party at -2 Morale. It is said their loyaty can be bought by those that have the coin to buy it.

A fortune teller known as Diana Nemorersis arranges contracts for the Assassin's Guide in the region.

10. The Garden of Eternal Night

This graveyard to the east of the Monument is dominated by five ornate crypts. Plots here can be bought for 50gp each while crypts start at 500gp. Those too poor for a spot in the graveyard receive a burial at sea. The grave diggers also patrol the site for tomb robbers with their shovels, lanterns, and their hounds.

11. Lamplighters Guild

This collective of workers maintain the lanterns and braziers that night Orm at night. They also provide torchbearer services for 5sp per day.

Thieves and those trained in their code recognized the Guild House as baring the mark of the Crooked Hand, the local thieves guild. Those thieves wishing to practice their craft within Orm must pay 2d10gp every month to the guild. The guild will also move items on the black market for those up on their payments at a cut of 10% of sale price. Those that seek to skirt these fees risk becoming marked by the guild.

12. The Inn

This quite inn on the edge of Orm-of-Old provides a common room for 2gp a night while one its 2 private rooms cost 5gp. It is decidedly cleaner and safer than the Sublte Chateau.

13. The Blacksmith.


All standard arms and armor can be purchased at this local smithy although custom armor and arms beyond spear, dagger, and hand axe require time to be made. The shop also possesses a strange demon-shaped helm on sale for 250gp.

14. The Guard Tower

Overlooking the marshlands below, this Imperial-era guard tower houses the main force of the town guard. It also contains the town jail. Guard commander Ironside currently commands a depleted force of two sergeants and six guards delicately maintaining a three shift schedule. The Rani's recent recruitment drive has pulled away several members of the guard with higher pay.

Comments

Popular posts from this blog

Downtime Activity- Find the Right Buyer

Adventuring in the Twilight Age

Red Riders of the Drinking Crow Sessions #81-85, 87-89, and 93- The Black Pyramid