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The World of Oredin (WOO for short) was a homebrew Dungeons & Dragons Actual Play series on Twitch created by The Mark Knight during the COVID-19 Pandemic, which featured multiple campaigns in a single Shared Universe.

  • A Company of Fools - After ten grueling years of desert warfare, the shattered remnants of the legendary Phoenix Legion have found their way back to civilization, adapting to a world moved far beyond them.
  • A Dark & Hungry God Arises - The cold, the wet, and the dark reign supreme over the swampy terrain surrounding Anchor, a small fishing village on the South coast of Oredin. A foul and great threat has been found to be crawling beneath. Will our heroes rise to the demon queen's challenge?
  • Help Wanted - The bloody spear of Morrigan shields your eyes as you trudge into her temple, seeking answers to questions not available elsewhere. The priestess has a few words and a task for you. Let's see where the exchange goes.
  • The Danse Macabre - A secret society formed after a fateful encounter with the inhuman, discreetly pursue and combat the dangers threatening the great city of Ravenreach after your induction into the Danse Macabre!
  • Artifact Recovery Corporation - Hired by the ARC, a "resource redistribution" company operating out of Ironstone Hall, this band of intrepid entrepreneurs and adventurers take the jobs the peasantry can't dream of. Chase glory and gold with the ARC!
  • The Road to Nowhere - After traveling far from the city of Twiland Hill and leaving past mistakes behind a pair of travelers have come to meet old friends and new allies. Together they have been thrust into the heart of danger when a sink hole opened a way to the lair of an ancient evil: Enan Volkmar The Necromancer. His forces and powers having nearly thrown all of Oredin into eternal darkness some 400 years ago until he was destroyed by the combined might of the seven legions and the wizard Myrwyyn. His works and apprentices scattered or undone. Now with his secrets uncovered will the heroes unwittingly unleash a second wave of death upon the lands?
  • What Lies Ahead - was a brief campaign run by TheLoopholeKing and featuring The Mark Knight as a player. In the distant past of Oredin, twenty years after The Cataclysm a group of strangers are drawn together by Fate.
  • The Lost Wards of Myrwyyn was a brief campaign that concluded after ten episodes, that followed the adventures of the crew of The Daring Grace as they sought out the vault where the Archwizard Myrwyyn had stashed a trove of powerful artifacts.

New episodes premiered on Mark's official Twitch channel until early 2021 when Mark returned to full-time employment, leaving the still running campaigns on an indefinite hiatus. A backlog of previous episodes can be found in the playlists linked within each campaign name.


The World of Oredin contains the following tropes:

  • Abusive Precursors: The Dragonborn used to have a wide-ranging empire, which eventually fell and drove them into isolation on an undiscovered island.
  • Fantastic Caste System: As learned by the Phoenix Legion, Dragonborn society operates like this based on the vibrancy of their scales' color.
  • Fantastic Racism: Dragonborn for the above-mentioned reason are not highly regarded, but many cities have overt and subtle racism towards non-humans.
  • Phantasy Spelling: "The Lost Wards of Myrwyyn", for one notable example.
  • Pretentious Latin Motto: The Danse has "Nos Serve Vivorum Et Mortuorum" - loosely translated as "We Serve the Living and The Dead."
  • Revenant Zombie: Grovhaire has multiple districts housing sentient, peaceful Undead after an attempt to bring back Lord Carmichael went awry.
  • Shared Universe: As mentioned above, all of the games take place in the same setting, and some of them can overlap. For example, one of the members of The Danse Macabre wound up joining The Phoenix Legion, which later dealt with the aftermath of an explosion that occurred during a Lost Wards of Myrwyyn session.

Campaign-specific entries are below

    open/close all folders 
     A Company Of Fools 
  • Action Prologue: The campaign starts with the Legion about to go to battle against the Orcish hordes - the appearance of Thundermaw, an Ancient blue dragon quickly turned it into a complete rout.
  • Decadent Court: The seven Houses of Grovhaire - Andros, Benton, Carmichael, Dolan, Foster, Keaton, and Weston - had been in a stalemate for years since the King's death. The Legion's return caused the deadlock to break.
  • Decapitation Presentation: Done in Season 2, episode 8, in which the wizard with the Claws of Thundermaw, Thor'zane, dumped 7 heads into the Citadel's courtyard - each one made up to resemble one of the Captains.
  • Delayed "Oh, Crap!": The morning after being appointed Lt. Commander, Silver has this when Sparks casually mentions he'd be appointed Commander in the event of Gaz's death.
    Sparks: Here's the thing: Silver, if he dies, you become the Commander.
    Silver: Look, here's- All I'm gonna say, is that Gaz is Commander becau- wait a minute, what the hell did you just say?!
  • Meaningful Name: Each Captain of the Legion (save Gaz) has one.
  • Mechanically Unusual Class: The nobility of Grovhaire aren't actually NPCs - instead, they're all controlled behind-the-scenes according to Diplomacy rules by one player per House, separate from the in-character campaign, but with in-character objectives and motivations for the House in question.
  • Only Known by Their Nickname: Upon joining the Legion, members are referred almost-exclusively as their callsign instead of their given name, due largely to tradition.
  • Only the Worthy May Pass: The journal that was found near the staff beneath the Citadel alludes to this in regards to the wards set around it - Preacher, by virtue of his devotion to those he cares about, passes the test. This staff was later shown to be the key to opening a portal to a vault filled with magical items that Myrwynn had deemed too dangerous to use outside of dire emergencies.
  • Sitcom Archnemesis: Nestor Falco serves as one to the Legion, but specifically Sparks due to his Quote Mining of the Commander while she's trying to spin things positively.
  • Speak Ill of the Dead: The nobles of the city admit that the late King was not a wise or particularly good one, and they took advantage of his weak nature.
  • Succession Crisis: The King died with no heir apparent, leading to this.
  • X Meets Y: Dungeons & Dragons meets Diplomacy, though the wildly divergent means of play means the latter runs in the background to influence the former.
  • Wham Episode: Episode 18 sees a Captain imprisoned, the Legion being strongarmed into aiding House Weston, the staff beneath the Citadel pulsating, and House Benton's troops at the Citadel's doorstep.
    • Episode 25 has the Captains return from the Hall of Records, only for Lady Andros meet with them to inform them that, in light of House Weston taking over the Council chambers, the Legion will be appointed protectors of the city by the five Houses that are not seeking civil war at an emergency meeting. During this meeting, Captain Card and the remnants of his crew enter the Citadel, as their vessels had been blown up with a symbol of Thundermaw found at the scene just before it occurred.
    • Season 2, episode 8 ends with Captain Sparks saying Screw This, I'm Outta Here and removing her Hat of Disguise in order to ship out with Captain Card.
    • Season 2, episode 10 ended with all but 2 of the Command staff dead in the sewers beneath the Gilded Horn's hideout.
  • Wham Line: In episode 25, Agronak lets slip that Thundermaw was also behind the initial Orcish incursion a decade prior that got the Legion sent into the desert to start with.
  • With All Due Respect: Used verbatim by Broker in episode 19, when telling Lord Weston to "cut the bullshit" in regards to his actual goals during the meeting.

     A Dark & Hungry God Arises 

     Help Wanted 

     The Danse Macabre 

     Artifact Recovery Corporation 

     The Road To Nowhere 

     What Lies Ahead 

     The Lost Wards of Myrwyyn 
  • Aborted Arc: Elements from the campaign's plot would later be incorporated into the A Company of Fools, A Dark & Hungry God Arises and Artifact Recovery Corporation games.
  • Acid Pool: One appears in the Artificer's Workshop in Episode 13.
  • Author Appeal: The presence of shipboard combat stems from Mark's prior experience running games in the 7th Sea system.
  • Bits of Me Keep Passing Out: Most of the party are Paralyzed by Meenlocks during the fight in Episode 11.
  • Coming in Hot: The crash landing of the Daring Grace at the end of Episode one.
  • Cool Airship: The Daring Grace, one of the only known airships in all of Oredin.
  • Cool Gate: The arcane archway that leads into Mythfont.
  • Deserted Island: The island that the Daring Grace crashlands on, though it shows signs of having once been inhabited during the early years of the Valkarian Empire.
  • Dysfunction Junction: A combination of personality conflicts and general incompetence prevented the party from making any meaningful progress on their quest.
  • Fake-Out Fade-Out: Played for Laughs with a Rocks Fall, Everyone Dies ending where the Daring Grace is hit by a Fireball as it flies off into the sunset.
  • Heroic Vow: In order to gain entry into Mythfont, the party have to swear an Oath that they will not misuse any Artifact of Power or allow themselves to fall under the influence of any Artifact of Doom they find inside.
  • High-Altitude Battle: The first combat of the campaign involved the party defending the Daring Grace from an assault of Wood Elves mounted on Giant Eagles.
  • Human Chess: One of the many puzzles that defends the inner chambers of Mythfont.
  • If It Swims, It Flies: The Daring Grace is able to serve as both a naval vessel and an airship.
  • Island of Mystery: The island that the Daring Grace crashlands on features dangerous wildlife, mysterious old ruins and one of the Lost Wards of Myrwyyn.
  • Long Bus Trip: Although the characters were obliquely referenced and plot threads from the campaign were picked up in other games, none of the characters returned.
  • Museum of the Strange and Unusual: Most of the powerful magical artifacts that the party find within Mythfont are displayed in one of these, protected by invisible Walls of Force.
  • Obstructive Bureaucrat: The party encounter one when they arrive in Grovhaire who explains that the Noble Houses restrict who may bear arms and wield magic while in the city.
  • Put on a Bus: The party were last seen traveling to Coryal Forest upon the Daring Grace, with the exception of Tektite who broke away to travel by himself to Ironstone Hall.
  • Saintly Church: The Temple of Orad in Grovhaire.
  • Secret Room: Mythfont itself is an entire dungeon contained within a demiplane.
  • Series Continuity Error: Dates and events in the timeline of the Valkarian Empire in this campaign do not match with the timeline that was later established and remained consistent across the other Oredin games.
  • The Sky Is an Ocean: The piloting of the Daring Grace is treated as such.
  • Sundial Waypoint: In the Temple of Vidyan, the light from the moon Vydrin on the night when it is full shines through a skylight in the temple and reveals Zaka, the Full Moon Guardian contained within a Planar Binding Circle.
  • Too Awesome to Use: The party find a spell scroll of Knock in Mythfont but elect to hold onto it so that Second can transcribe the spell into his spellbook at a later time so that they'll have reliable access to that particular spell.
  • Treasure Hunt Episode: The entire campaign counts as one, as the party are on a mission to uncover the Lost Wards of Myrwyyn for Queen Evelyn of Geneva.
  • Try Everything: The party's approach to solving puzzles tends to veer into this territory.
  • We Are Experiencing Technical Difficulties: Due to being the first of the games that Mark broadcast live on Twitch, there were a fair few of these in the early Episodes.
  • Wizarding School: The Imperial University of Arcanum and Scholarship in Grovhaire.

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