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The Latest Word Around Orm

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Here is the latest gossip and news around Orm: Recently arrived at the harbor are three red-bearded dwarvfish siblings:  Lefty ,  Whiskers , and  Bors  Redbread. This trio of  relations to the proprietor of the  Drinking Crow ,  Gabby , look  set on joining an expedition  into some of the area sites constructed by their fore-bearers--for pay of course. Gabby is a little concerned that his cousins are itching a little too hard for adventure and may cut out on their own if they can't find a party interested in their company. Sir Yann Sharp lead a force from the Impossible Fortress routing the Knights of the Road . The Raggedy Duke's band scattered from the ruins of Old Orm up into the Gloaming Hills under Sir Yann's tactics. The court of the Rani seems quiet taken with the newly-belted knight's tale though, maybe, a bit too clever. Rumors of strange nocturnal sightings continue to trickle out of Sourwood Marsh . Tied ...

Adventurers of the Drinking Crow Session 1

The adventurers based out of the tavern called the Drinking Crow  had their first delve into the opening in the cliff face east of Orm. The party consisted of: Cinnamon Stix (Level 1 Druid) Elvira Wyld of Odellwood Abbey (Level 1 Gothic Villain ) Elvira's minion Genevieve Fränk Shark (Level 1 Thief) Malagath Feneros (Level 1 Elf) Rustam of the Twin Lakes (Level 1 Cleric of Danu) Rustam's player Shahnawaz provided the following entry covering the session from the PC's journal: The Maddness of Rustam of the Twin Lakes Entry one It’s been nearly a week since we left that accursed dungeon.  Since sipping of the water, I haven’t been able to get the nightmares out of my mind.  ‘A simple test to see if this is fresh or salt water.’ I thought…what a fool.  Along with that, a curse to make me a fool, uncontrollable flatulence.  What have I done to get the ire of the gods?  Have I not been pure and noble of purpose?  I must redeem myself in t...

Players' Guide- In Process

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Back at the end of November, I got incredibly inspired to make a zine that would serve as a guide to the players in my Twilight Age  campaign. A combo of the project bloating as players requests for what to include grew and my spending all of January dealing with catching bronchitis and pneumonia really slowed my progress. As a result, I've decided to start the campaign before the zine is finished. Below are a few of the in-progress pages I have in development from the zine. I hope that at the very least, checking these out may help players get a feel for the campaign world. Originally, this was going to be the title page. As things have developed, it has shifted over to a table of contents section awaiting a completed zine to fill in the details. This and the next one are some in-progress visually-based Hireling tables.

The City-State of Orm

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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 unifyi...

Adventuring in the Twilight Age

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Welcome to the Twilight Age Ever since the Empire-That-Was receded, no human endeavor under the fading red sun has reached its heights. Some say humankind no longer possesses the know-how to reach such grandeur. Others claim that confronting daily a sun that could fail them at any moment has filled folks with a spirit of defeat. Regardless of the reasons, it is in the face of such apocalyptic ennui that we find the peoples of Ur-Dun. Just south of the fallen Imperial capital city, this series of towns have become petty city-states just as embroiled in squabbles as they are in desperate dependencies fundamental to their survival. These human-led settlements are not the only civilized peoples in Ur-Dun. The mortal regents possess delicate treaties with distant Elfin Courts. The Gloaming Hills below the Slumbering Mountains are populate with small pastoral settlements of the hill dwarf (re: gnome) descendants of the folk that built the Imperial-era structures that litter the r...