In which we become specifically aware of the names of eight different Orrs. Jump to issue...
####SHOULD THEY STAY ORR SHOULD THEY GO
An adventuring party sets out from the House of Orr. Eyes watch from afar. Jump to issue...
####QUEST CODENAMES: “LADIES’ GIANT” OR “AS MUCH AS YOU LIKE IT FOR NOTHING”
The adventuring Orrs are attacked by a forest giant, and their quest is revealed. Jump to issue...
Orrnot has a crisis of faith, while Orrbain and Orrissa prepare to confront unwanted attention. Jump to issue...
A journey via basket, a fumigation, and an angry fortuneteller. Jump to issue...
The Orr’s pockets are emptied on the Cliffs of Despair, while at home a fight starts. Jump to issue...
Impressing potential mates is a complex and difficult business. Luckily, tea is served. Jump to issue...
Destroying potential enemies is… well, a lot of fun, actually. Jump to issue...
An artistic courtship and a variety of prophecies. Jump to issue...
A battle with roots in the history of the guild occurs, while the adventuring party collects its due. Jump to issue...
With the adventure concluded, the Orrs gain news of a rapidly approaching guild vote. Jump to issue...
####ORRDALF & ORRYK in “THE BIZARRE BAZAAR” an ADVENTURE IN TRADE
What lengths will ‘dalf and ‘yk need to go to in order to get the item they need? Jump to issue...
####ORRISSA & ORRBAIN in “CRUSIN’ FOR A CHOOSIN’” a PUZZLING ENCOUNTER
We pursue the support of a potential ally-- there’s just the small matter of a puzzle to overcome. Jump to issue...
####ORRNOT & ORRFEN in “FROZEN FEARS” a KILLING ASSIGNMENT
Venturing into the deep cold to slay a beast, we find a worse creature inside ourselves. Jump to issue...
####ORRVILLE & ORRB in “ROMP and RUN” an ESCORT EXCURSION
Seeking the backing of a surly rancher, we end up making a choice with hard consequences. Jump to issue...
####A REUNION, A SONG, AND A PROMISE
The Orrs come together after their signature gathering efforts, moving towards the Capital with a song on their lips...Jump to issue...
After a long journey, the Orrs hope to have a moment to rest, but find themselves with no place to stay...Jump to issue...
The Orrs meet with Purkoy, the Seer, in order to determine if they have their required 113 signatures to remain a guild.Jump to issue...
The world is filled with magic... except where it is worst.Jump to issue...
A brawl in the mess of the Capital ends up being... a mess.Jump to issue...
A brawl in the mess of the Capital ends up being... a mess.Jump to issue...
The Orrs are outfitted for the upcoming ball, and we learn more about our guild's call.Jump to issue...
While part of the guild checks into a hostel, Orrdalf shows Orrnot why people are aware of the Orrs.Jump to issue...
Orrissa realizes they might be able to track their opponent's plotting, while Orrnot learns the guild's ultimate goal.Jump to issue...
The Orrs get dressed and get themselves to the Capital Ball!Jump to issue...
####A NOT NEGATIVE INTRODUCTION
The guild makes its entrance, and figures out how they'll be most effective throughout the long night ahead.Jump to issue...
####DANCE LIKE YOU WANT SOMEONE ELSE TO WIN
Orrissa and Orrnot spend time on the dance floor.Jump to issue...
####LOSING BEFORE EVEN BEGINNING
Orrdalf and Orrfen fight familiar adversaries.Jump to issue...
####THE DEAL WITH THE DECISIVE
Orrb and Orryk sit down for a chat with the Sagacious.Jump to issue...
Orrville and Orrbain seek to keep the Sagacious' party at a steady tempo.Jump to issue...
Sub Regent Newgent and the wait staff of the Capital Ball are up to something... but what?Jump to issue...
####RUMINATIONS ON SUBCONTRACTING
The ORRs hesitate before the impending lurch.Jump to issue...
The Capital Ball ends, and the Orrs are left to examine their future together.Jump to issue...