The Institutions of Orm
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 across Ur-Dan, 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.
Alley of the Gods
1, The Container (Middling Institution, Investing Adventurers: Glow Pit and Hate Pit)
Part group-home, part make-shift library - the Container opens its doors to any Vat Spawn that finds themselves in need of support and any information that interests them. Some (but not all) Vat Spawn choose to offer their unique skills to adventures in the Complex in exchange for information or items relevant to their particular interests.
The Container has become the focal point of anti-adventurer sentiment in Orm. The refugees brought to Orm by adventuring parties bearing from of the brunt of a sentiment encapsulated by the protest chant, "Orm is for Ormen!"
Notable NPCs: Star Eyes
2. Shrine of Danu (Middling Institution, Investing Adventurers: Rustom of the Two Lakes, Willow the Wisp, and Armeen of the Two Rivers)
This holy site dedicated to the Mother of the Primordial Waters, Danu, was established only three years ago making it one of the newest holy sites in Orm. Most visitors come to the shrine to hear the wisdom and knowledge of pair of sphinxes installed at the shrine. A space for healers of all paths and faiths has been established on the premises.
Notable PCs: the Herbad Chauncy of the 111th Company, Byxas the Androsphinx, and Evamena the Gynosphinx
3. The Shrine of the Free Prince
Covenant Hill
4. 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.
Notable NPCs: Meag the Apprentice
5. The Lazy River (Inconsequential Institution, Investing Adventurer: Armeen of the Two Rivers)
This unmarkable inn is located near the ruins of the flop house known as the Subtle Chateau. Its current lodgers are extradimensional Phantomorians who did not accompany their fellows on their quest for the Black Pyramid along with some of their followers. The remaining force mainly guards the Pool of Life and the Loan Bank in Orm.
6.Stables
- Nine mounts (80gp each)
- Four beasts of burden (40 gp each)
The Market
7. The Last Meal (Inconsequential Institution, Investing Adventurer: Bludoon)
The Last Meal offers up street food with ingredients sourced from the adventures of its proprietor Bludoon.
8. The Shack (Middling Institution, Investing Adventurer: Fr. Bert)
Orm-of-Old
9. The Athenaeum of the Dying Sun (Middling Institution, Investing Adventurers: Jounreyman Crannoc, Phasmo, Scamandros but inherited by Kiddo, Sergio Crankersore)
This free library established in a ruined bathhouse is adorned with plant life from 'The Complex'. A pair of automated stalls that distribute drinks from Riverwine and treats crafted by the elfin being for 1gp ea. sit in the lobby. In a deep cellar, a chained zombie guards a door that leads to Level 3 of 'The Complex'. Non-magical research on the following subjects can be conducted here:
- The history of the Empire-That-Was up until three hundred years before the first appearance of a sorcerer king.
- Myth and legal topics covering the relationship with the humans in Ur-Dan and the elfin beings that proceeded them.
- Writings on mystery cults, theology, and apocalyptic thought already brewing in that previous time.
- Theory, philosophy, and formula on vivamantic pursuits including vat-creation, flesh sculpting, etc.
- Metaphysical studies on planes.
- Alchemy
Notable NPCs: the Librarian Valtropis and a convalescing feathered beast named Plumes
10. Brothers Construction
Established by the refugee from 'The Complex' who calls himself One-Arm, this operation brings the highly skilled construction and maintenance skills of the dungeon custodians known as the Brothers to the surface world.
Notable NPCs: One-Arm
11. Burrow of the Red Monk
12. Midnight Marauders HQ
Situated at the edge of Orm proper and Orm-of-Old, this old inn was converted into a base of operations of the adventuring company the Midnight Marauders. Years after a disastrous delve into 'The Complex' that saw the original leadership of the company die, surviving member Souz'awn reformed the company. Outside of their own missions into 'The Complex', company members will form joint expeditions under the leadership of other adventurers for half shares of treasure. The group is very interested in discovering a way to heal members Carabas and Many-Faced Gene from the mental afflictions effecting them caused by the Pool of Life.
Notable NPCs: Marauder captain Souz'awn, her dog Brutus, the living suit of armor Ferris, the mutant druid Macara, Shelby the Sibling Snail, the Seer Zarthur of Mere, and the indigent Carabas & Many-Faced Gene
13. Riverwine (Minor Institution, Investing Adventurer: Scamandros but inherited by Kiddo)
14. The Wreckage of the Purple Rose
Square of the Old Gods
15. 111th Company of Orm Guild Hall
The hireling guild in Orm was formed by the retainer Banx as a way to create safer working conditions for those willing to offer their services to aid adventurers in their expeditions. After Banx's death, the sibling of the adventurer Bors the Bald named Whiskers Redbeard won the election for guild master. When the sacking of Orm caused local ruler the Rani became interested in the the adventuring activity in the city-state, the 111th Company took on the additional responsibility of guarding the only legal entrance into the dungeon. To exit a delve through the Iron Gate of the Rani, a 10% tax on valuable treasure must be paid to the guild member on duty.
Notable NPCs: Whiskers Rebeard and too many others to count.
16. The Burning Witch
- A fortune teller known as Diana Nemorersis arranges contracts for the Assassin's Guide in the region.
- The Phantomorians shun this tavern. Their leader claims the establishment has an 'evil aura'.
17. The Burnt Copse of Trees
This damaged collection of trees serves as a portal to the Twilight Shores during the gloaming hours.
18. Lamplighters Guild Hall
Notable NPCs: Reynaldo, Vigo Hawke, Ylana, Slim Rude, and Flower
19. The Loan Bank
Notable NPCs: Yoseppi, his nephew Cheez
20. The Monument of the Old Gods
21. ShopShop (Middling Institution, Investing Adventurer: PakPak)
22. Wolves Den (Minor Institution, Investing Adventurer: Wolfgang)
The hovel houses a dueling school originally created by the adventurer Wolfgang. While he was adventuring off in the Twilight Shores, the school was taken over by a local prize-fighting syndicate run by a halfling family called the Rashers. Beyond training, the Wolves Den now houses some fights and is a regular party spot for the gang.
Notable NPCs: Dirk Death, the Red Rumbler, Evlyn Hiley
The Waterfront
23. The Drinking Crow (Major Institution, Investing Adventurer: Bors Redbeard)
Notable NPCs: The landlord and cousin to the Redbeards, Gabby, and the shadowkin maiden Teela Rin
24. The Guard Tower
Notable NPCs: Whipple
25. Sweet Dreams (Inconsequential Institution, Investing Adventurers: The Dragon/Demon Slayers)
This small shop right next to the Drinking Crow sells magical sleeping gas by the jar.
Notable NPC: Sleepy Thyme
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