Oratin
Oratin, the last stretch of civilization
Nestled on the southwestern banks of the arkbay, Oratin rises out as a large and busy city that's often viewed as the last stretch of civilization. It's a start contrast to the untamed lands to the south of Oratin. It's one of the eight cities in the Etheron Luth, and have a strong seafaring culture and tradition. The only city of Etheron Luth that lies further south is Valdon. Leading the cities on decisions is the Council of Representation, which have leaders from different sectors join together to deal with questions and matters of the city.
The port of Oratin is one of might and a defining feature of the city, a lifeline that connects the city to the world around it. Ships of all sizes dock along the wharves, unloading goods from distant lands and locations, facilitating trade between Oratin and the outside world. The scent of saltwater and the cacaphony of seagulls fills the air as sailors and merchants go about their business in the port. The people that protect the city from Pirates, the local guardforce hired and paid for by the port are the Waveguard Sentinels. The sentinels serve both as workers of the port, but once anything threatning or dangerous appears they don their armors and weapons and help fend of anything that might hurt Oratin.
And for the protection of the people in the city, outside of the port area The Oratin Guardians patrol the bustling streets. The local militia that serve as the main guardforce, outside the adventuring guilds that might help out in dire times. To keep the untaimed wilds around Oratin somewhat subdued and maintaining a balance, adventurering guilds have a long and strong culture here. This can be seen in the city itself, as guildhalls are scattered all throughout the city. Banners of different emblems are found on flags, signs and uniforms of people walking through the city. The most prestigious adventuring guilds of Oratin are The Crimson Wolves, The Silverblades, The Arcane Seekers, The Everwood Expeditionaries and The Wildwardens. To the north, further up the shore of the arkbay, the arkriver runs out into the bay. It's a mighty river with a long of currents, and bridges has been built to help travel and trade to pass over it. Even some ferries have been built in the shipyard, Eisendara Shipwork which has been a great success in Oratin.
And the road that connects Oratin to the rest of Etheron Luth, as well as leading throughout all of Cannia, The Syrinth lies like a main artery of the lands helping everyone traverse the lands.
Nestled on the southwestern banks of the arkbay, Oratin rises out as a large and busy city that's often viewed as the last stretch of civilization. It's a start contrast to the untamed lands to the south of Oratin. It's one of the eight cities in the Etheron Luth, and have a strong seafaring culture and tradition. The only city of Etheron Luth that lies further south is Valdon. Leading the cities on decisions is the Council of Representation, which have leaders from different sectors join together to deal with questions and matters of the city.
The port of Oratin is one of might and a defining feature of the city, a lifeline that connects the city to the world around it. Ships of all sizes dock along the wharves, unloading goods from distant lands and locations, facilitating trade between Oratin and the outside world. The scent of saltwater and the cacaphony of seagulls fills the air as sailors and merchants go about their business in the port. The people that protect the city from Pirates, the local guardforce hired and paid for by the port are the Waveguard Sentinels. The sentinels serve both as workers of the port, but once anything threatning or dangerous appears they don their armors and weapons and help fend of anything that might hurt Oratin.
And for the protection of the people in the city, outside of the port area The Oratin Guardians patrol the bustling streets. The local militia that serve as the main guardforce, outside the adventuring guilds that might help out in dire times. To keep the untaimed wilds around Oratin somewhat subdued and maintaining a balance, adventurering guilds have a long and strong culture here. This can be seen in the city itself, as guildhalls are scattered all throughout the city. Banners of different emblems are found on flags, signs and uniforms of people walking through the city. The most prestigious adventuring guilds of Oratin are The Crimson Wolves, The Silverblades, The Arcane Seekers, The Everwood Expeditionaries and The Wildwardens. To the north, further up the shore of the arkbay, the arkriver runs out into the bay. It's a mighty river with a long of currents, and bridges has been built to help travel and trade to pass over it. Even some ferries have been built in the shipyard, Eisendara Shipwork which has been a great success in Oratin.
And the road that connects Oratin to the rest of Etheron Luth, as well as leading throughout all of Cannia, The Syrinth lies like a main artery of the lands helping everyone traverse the lands.
Type
City
Location under
Included Locations
- Beastborne Arena
- Beastmaster's Lodge
- The Arcane Chalice
- The Azure Bazaar
- The Clamshell Inn
- The Collegium of Cartography
- The Expeditioner's Haven
- The Iron Anchor Forge
- The Lighthouse of Calenis
- The Oratin Menagerie
- The Seafarer's Tavern
- The Seawatch District
- The Silverblade's Den
- The Siren's Song
- The Treasure Cove Pawnshop
- The Wildwarden's Roost
- The Wolf's Howl Inn
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