The World of Orsus

Springing Into Action - Session 3
Players explore outer Newspring then head northwest.

At long last, the players disembark from the Warped Plank. Captain Sigmund de L’arche bids you all a fond farewell, and Vast joins you ashore. Sigmund pulls Nuada aside and tells him to look north if he has trouble chartering a ship away from Newspring.

The docs are unusual, and are completely walled off from the outer city. A single gated entrance stands in the center, with guards checking permits and asking people’s reason for being here. The party is stopped briefly, asked their business, told of a few rules to follow, and allowed inside.

The outer city is full of large sprawling warehouses and open market centers for imported goods. The roads are strange, and built with some sort of smooth stone-like clay. The buildings are all very close together and cramped, but sturdily built out of light gray stone and mortar, or dull red bricks with flat slate roofs. The docs have that typical fishy smell, but there isn’t a lot of filth lying around. In fact, the party sees a gnome leading a donkey and cart, pulling barrels of garbage. He pauses to use a wire broom and long hoe-like device to scrape a bit of spilled fish guts off the floor, then dump it into one of the barrels.

Signs are posted EVERYWHERE – notices to assists tourist with locations, a notice that most establishments do not accept foreign coin and all currency must be exchanged to gnomish coin. There are notices of regional laws, fines for littering, fines for loitering and parking your carriage in the road too long. Warnings not to commit voilence or steal. A notice that there are specific laws for cleanliness and decency, and all visitors who plan to stay more than seven days must register with the Otherkind Embassy.

The city itself is hard to miss – looming over the docs like the very fist of the earth. The spiraling walls make their way up the mountain like staggered teeth, and not an inch of undeveloped land can be seen. Within, giant structures tower over the walls, some spewing smoke in various places, giving the city a haze. The chatter of friendly conversation can be heard over a myriad of sounds – grinding metal, sparks flying, a hiss of stone on stone, and the creek of a wooden wheel. However, there isn’t a single tree to be seen.

The party splits up briefly. Most head to the money changers to wait two hours in line for Gnomish coin. Nuada heads to the local establishment for the “nautical merchants guild” and makes a few connections:

Helyore Blacknozzle – Watchman outside the Mini Sproket
Nesben Glinklabrick – Middleaged spellcaster guarding the entrance
Mykini Seaspanner – Leader of this division

Aside from a bit of traded gossip, it sounds like they have a lot of jobs available. Permits are required for anything within the inner or outer city, and the ability to forge documents is a highly prized skill.

Mahkdoh divines the bone’s direction, and it leads to the north-west. Apparently, directly toward the main city.

The party attempts to apply for a permit in order to enter the city, but there is a two-week wait at the moment. There seem to be occupancy laws set in place to prevent the city from overcrowding, and right now the city is very crowded.

In their efforts to search for a suitable tavern, Severath stumbles upon an Elvish-themed tavern thats badly overdone with leaves and trees. The owned is a clean-shaven gnome, who is way too enthusiastic about Elvish… anything. He was saddened that Severath didn’t choose to stay there.

Instead, the party ended up at a Dwarvish establishment, run by an actual dwarf. Her name is Sisba Shieldminer-Shinefizzle, formerly of the Copperspike clan. It turns out that her gnomish husband died in a shipwreck some years back. Their stocky gnomish-looking son Cupmaster Shinefizzle is shy but seems to enjoy working there.

The party agrees that waiting for a permit would be ridiculous, so they want to verify the direction of the bone before waiting around. The next day, the party heads outside of the outer city walls and makes their way north-west. After a days march, Mahkdoh divines again and sees that the bone is still in a north-west direction, much to everyone’s relief.

That night, the party is awoken by a guard patrol of Gnomes telling them that camping without a permit isnt allowed so close to the city. Everyone is fined 1 silver for camping without a permit (except Nuada, who was hiding in the bushes) and told to move. Grumbling, the party gathers their things and heads back to the city.

After regrouping for a day and stocking up on food, the party makes their way north, following the coastal road up Cacthal. They travel for a few days, stopping once to meet a friendly farmer named Warziver Beekatan, who curiously approaches them to offer them biscuits and see what they’re up to. Severath gives him a sprocket-shaped wood carving, and tells him its an exotic and rare wood. Not knowing how to appraise such a things, the humble farmer fully believes him and is overcome with gratitude. You’re all now welcome at the Beekatan farm any time.

After a total of four days travel north, the bone token changes direction to exactly West. The party makes their way over rough terrain and heads to the hills. Its slow going with the wagon – especially because Blossom the donkey is looking a little fat – but they make headway. Until…

One night everyone is awoken by a raid of Kobolds. Luckily, they’re poorly armored and not very disciplined. They’re quickly defeated, with two of them fleeing. The party moves an hour west then falls back asleep for the night.

Over the next few days, multiple kobolds are sighted. Signs from their tribe are left, and one night they even crudely crucify one of their own to a tree. No one can make sense of this sign, but they speculate it was a kobold who was spotted spying on them before. Perhaps this is his punishment for being seen?

The harassment gets worse and begins to interrupt everyone’s sleep. The kobolds bark and yip through the night, throwing rocks harmlessly into the camp and grunting at you all to leave. At one point Nuada tries to stalk them out, but they’re much faster than he expected and always out of reach.

After a frustrating morning march with everyone a bit weary, everyone pauses at noon for Mahkdoh to use the bone token. This time, it spins slowly in a circle, indicating that the next bone is nearby. The party takes a longer break than normal while Mahkdoh meditates for guidance. Severath climbs a nearby rocky area for a better vantage, and spots a rocky cairn not far away. Upon further inspection, it appears to be a marker for a cave entrance.

The party enters, leaving the donkeys and wagon behind.

The cave is narrow, and most folks are forced to constantly duck in order to avoid the ceiling. The party must walk single file in order to fit through. Hours pass in darkness and silence, and even Faenya goes quiet. Finally a small cavern opens op a bit wider so everyone can stretch. And thats when the party is attacked.

Four darkmantles drop from the ceiling. Most of them miss, but one of them latches on to Pe-Ling. Magical darkness envelops the area, and anyone not fighting makes their way to the sides of the cavern. Severath casts color spray, affecting all but one of the Darkmantles, who flaps back up to the top of the cave. Pe-ling manages to grab the Darkmantle on him and tear it in half. The others lay motionless on the ground until the spell wears off. Ultimately, the party makes it to the edges of the darkness spell and waits for it to wear off. Minutes later, everyone’s vision is returned and that darkmantles are picked off with ranged attacks.

Unfortunately, the commotion set off an alarm further down the cavern.

The party continues, but after a short time, a trap is sprung. The cavern immediately behind the party suddenly caves in. At the same time, a portcullis slams down near Severath, nearly hitting him, and splitting the party in two. After a few rounds of frenzied searching, Nuada (with a bit of help) manages to disable the trap and lock it back in place. Moments after, a group of better-armored kobolds arrive with barbed spears. They pack a bit of a punch.

During the fight, Mahkdoh goes down. Faenya brings him back right away, but not before Pe-Ling looses his shit at the sight of losing a friend. A badly injured Kobold flees, while the last remaining one begs for mercy. Pe-Ling doesn’t grant it.

After the fight, the party licks their wounds while Pe-Ling meditates. Here is where we pause.

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Its a Vast World - Session 2
Adventures aboard the Warped Plank

The party regroups the following day in Myrad.

As everyone marched down to the docs, it was clear which ship they were heading to. The Warped Plank is a ship unlike any other – built of bright white birch and brilliant sails, with a busty mermaid carved into the front. Its captain, Sigmund De l’Arche is an ostentatious man with a love of finer things.

Its going to be an interesting two months.

Initially there is a bit of conflict with the Navigator: Ladislas Bain, usually known as Ladi. He refuses to let the two Donkeys aboard, but with a little convincing and a lot of grain purchased at the last minute, they’re stowed down in the hold.

Everyone makes it aboard in time for departure, and gets to know the crew over the next few weeks. Everyone is put to work in some way, and most folks take turns at night to entertain the crew.

Vast is employed as the ships Bard, and regularly plays music or tells stories. He’s full of information about the Gnomish city of Newspring, and happily shares. Nuada and Thorsun both take turns entertaining the crew as well – Nuada with his flute and Thorsun with his Dwarvish Songs. Pe-Ling regails people with a few stories of his hero, Magnus, and Mahkdoh occasionally gives sermons of the Dead God.

After a month at sea, the ship pauses to re-stock in The Sun-Sea Valley. Everyone enjoys a pleasant respite from the crowded ship. Though its always enchanted to appear clean, the confinement can be exhausting enough on its own.

Three days away from from Tolgar, shit hits the fan.

Now, most of the party had seen the odd rat on the ship – thats fairly normal. However, with the cleanliness of the captain and the presence of the clean illusion, it does seem a bit odd. Faenya is even seen chatting with one in the hold.

But on the evening of the third day, Faenya walks up to the deck, calls everyone to attention, and suddenly a flood of rats spill out onto the deck. Everyone is immediately on guard and begins fighting them off. An apparent “lead” rat calls out to the captain, proclaiming that the ship now belongs to him.

The party fights off the rats, taking minimal damage. After multiple chunks of the swarm have been killed off, the leader screams out in frustration and dives back into a hole near the wheel. Faenya managed to calm a few of the rats, who then began to cling to her. The party proceeds to scour the whole ship, looking for their nest. Mahkdoh accuses Faenya of causing the problem, and she gets locked into the brig.

Faenya is questioned, and in between sobs she confesses that she knew about rats in the ship, but not that many. The party convinces the captain to lift the illusion spell, and the truth of the ship is revealed. Its somewhat of a mess in the hold, with rat poop everywhere and a good chunk of grain missing from the donkey’s pile.

Kuma had found a “rat trail” leading to a hole in the navigation room. He swung his axe a few times to bust open the side of the ship and get to it. Unfortunately, all he managed to do was tear a map and piss off the navigator.

Eventually a truce was established with the rats through the help of Faenya. The rats would be dumped off at an island somewhere off the coast of Tolgar. All of the rats.

The party spends all of that night cleaning the ship, making repairs, and avoiding the furious captain.

A few more days pass before an adequate island is found. Faenya is forced to stay in the brig the whole time, but after the first hour of sobbing she seems mostly unperturbed by it. The rats march out onto one of the life boats, then Faenya and Kuma row them out. There is some talk of setting the life boats on fire as its rowing the creatures out, but in the end it wasn’t worth the trouble.

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The Long Way Around - Session 1
The beginning of our journey

Welcome to the World of Orsus!

The players begin their journey at the Temple of Whispers.

We have the following group:

Mahkdoh (Jerry) – A human male, and cleric of the Dead God.
Pe-Ling (Amanda) – A human male…. monk, with strange rituals and traditions depending on the cycle of the moon. Actual spelling of his name is Pejk-Lǫngvok
Severath (Nick) – A charming wood-elf male wizard with a love for carving staffs (giggity).
Kuma (Lisa) – A human male barbarian with a more intellectual voice than is typical for his kind.
Thorsun Dragonaxe (Paul) – A male dwarf fighter and prince of the Dragonaxe clan.
Nuada Silibar (Christian) – A male high elf rogue with shady connections to the Pirates Guild
Faenya Elohiem (Angela) – A quirky high elf druid female and daughter of the High Harlot. She might have been alone in the jungle for too long.

Everyone spent some time getting to know each other, explore the Valley of the Fallen, and meet several key members of the temple. After a week of preparation, you were all sent on a journey to find a lost bone of the Dead God. It has been 10 years since the last bone was recovered, so this will be an exciting journey for the party, and an exciting time for the temple as a whole.

It takes about seven days to travel from the Temple to the city of Myrad. The few peasants you encountered along the way were friendly at first, but then slightly wary once they discovered you were from the temple. Once at the city, you settled into an Inn called The Happy Rust Monster and set aside some time to explore. Nuada and Faenya met up with some contacts at the Pirates Guild. Severath purchased some perfume and went on a date with the shopkeeper. But then… the rest of the party (except for Mahkdoh, who onl watched) got drunk at a (usually) Orc-only bar after Pe-Ling knocked out the bouncer in one hit. Everyone woke up with hangovers.

Luckily, the ship you’ve commissioned wont leave until the evening tide. Its named the Warped Plank, and is captained by a bit of a fop named Sigmund de l’Arche. It docks early in the morning to offload its cargo and will be ready to board in the afternoon.

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