The Institutions of Orm

**This post is a continuing work in progress**

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 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.

A keyed but unfinished map of Orm


Alley of the Gods

South of the Monument of the Old Gods and off of 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. 

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

Orm's most popular religious institution. Since the death of spiritual leader Miracle Worker Shilo, the remaining clergy have fallen into infighting fueled by dogmatic debate.

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

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.

The Market

Just south of of the Monument of the Old Gods, this open-air market is the heart of commerce in Orm.

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)

This smoke meats stand serves to combine Fr. Bert's love of cooking with outreach in the name of Arishem the Judge. The proceeds of the stand go towards feeding the orphans of Orm. Winner of the Hunters Moon Challenge hosted by the Order of the Dragon.

Notable NPCs: Children of Peroma the psychic Sofee and Hemos

Orm-of-Old

These grand ruins are visible throughout all of Orm. Situated to the north and east of Orm, these crumbling structures serve as monument to greater days for the settlement during a time when the waters of Cerulean Sea sat higher. Now overgrown, wild, and lawless, these ruins offer free real estate to those looking for shelter or a space to start a new endeavor.

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

The home of entity of legend-- the Red Monk. The mysterious being patrols the crumbling under-city of Orm-of-Old for dangerous creatures that want to squat in the dark and forgotten places. Those that Cultivate a Relationship with the Red Monk may learn secret techniques.

Notable NPCs: 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

The rear half of the crashed elfin sky ship, the Purple  Rose, sits among the rubble of Orm-of-Old.

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

No one knows who owns the Burning Witch but every night, a rackish man named Jacqi serves up the best drinks in the region to some of Orm's rowdiest including off-duty town guards. Don't go looking to Jacqi to spill the latest rumors as he is a gentleman who knows who to keep a secret. Buy a bottle of the house's finest, though, and Jacqi will know just the right person whose lips it will loosen.

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.

Additional facts about 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'.

Notable NPCs: Jacqi the bartender and Diana Nemorersis the fortune teller

17. The Burnt Copse of Trees

This damaged collection of trees serves as a portal to the Twilight Shores during the gloaming hours.

Elves and others of elfinkind recognize this copse as the seat of elfin power in Orm knowns as the Court of the Twilight Shore. Under the Eventie Queen, the Court rules over the fey world parallel to Ur-Dan from Orm to Kouz. 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 fey, 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.

Notable NPCs: the Eventide Queen, Margrave Quinus, the chef Simmering Soup, musical troupe leader Turbain, the trader Gingy, and the archivist Glowerm

18. Lamplighters Guild Hall

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.

Notable NPCs: Reynaldo, Vigo Hawke, Ylana, Slim Rude, and Flower

19. The Loan Bank

Noticably the most secure structure in Orm, this loan game has up to 10,000gp 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. Currently hiring for night time security shifts.

Notable NPCs: Yoseppi, his nephew Cheez

20. 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.

21. ShopShop (Middling Institution, Investing Adventurer: PakPak)

Established by the adventuring kobold PakPak, the shop offers a deep selection of adventuring gear. Continual raids by the Worthy Dead out in the Cerulean Sea and Sourwood Marsh cause prices  here on goods sold to be inflated. PakPak also offers a wide array of glass jars, a service of transforming unwanted potions into new ones, and an everchanging supply of items imported from the Twilight Shores.

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)

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. Rumor has it that if one pays attention, they can find their way to the hob drinking hole called the Hob Knob forminside this establishment. At the bar stands the petrified form of the adventurer Fredrick Featherstone. Tavern custom holds that buying Fredrick a drink earns one good luck.

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.

Notable NPCs: The landlord and cousin to the Redbeards, Gabby, and the shadowkin maiden Teela Rin

24. The Guard Tower

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

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

Comments

Popular posts from this blog

Adventuring in the Twilight Age

Downtime Activity- Find the Right Buyer

Downtime in the Twilight Age