Orior Estate Settlement in Belthuran | World Anvil

Orior Estate

House Orior was given the estate shortly after the cataclysm, before they moved in the fortress was a ruin. The ruin a remnant of a dragon attack as retribution during the dark ages. The walls have been permanently scorched black as a result of the attack. The leadership of house Orior is not bothered by the blackened walls even if it can give an ominious first impression. Other than the cosmetic scars the keep itself has been rebuilt and fortified by the mages of the house. It is said that the Orior estate is thief proof, and the fear of angering the powerful mages there has helped to keep that reputation.

Demographics

Most of the population is human, of the races of the mortal empires only the anrasha and dwarves have no presence. At least not offically in the case of the anrasha.

Government

The estate is under the rule of the Baron and Baroness.

Defences

Strong walls and towers, several balista, mages, and magical weaponry.

Industry & Trade

The largest single producer of magical items in Savorah. The most trusted name for magic items in Rhyderia. Their services range from scrolls and wands to enchanted tools. For those who see combat often they also enchant weapons and armor. They can even work with more esoteric materials such as rare metals or monster parts.

Infrastructure

The estate could easily be mistaken for a fortress and a town around it. At the center is the Orior manor surrounded by stone walls and towers, these are the inner walls. Between the inner and outer walls is where most of the important facilities are. Within the courtyard is the academy, barracks, smiths, jewelers, and enchanters. Under the mansion and inner walls rest the spell forges where many magical items are created.   Outside the outer walls rest small farms operated mostly by golems. Windmills have kept the traditional appearance as a facade for aesthetics. The windmills are one example of animated machinery in the estate. The animated machines activate or deactivate at a command word. There are docks for fishing and to transport material in and out of the estate. Well-maintained and guarded roads connect to the Inland Empire road. Many small markets dot the outer walls. Managed by traveling merchants setting up stalls for the workers. There are inns, taverns, brothels, libraries, and playhouses. Just about everything a person could want is available.   Under the entire estate, there are sewers. These sewers are patrolled by oozes and other creatures. These creatures keep the sewers clean and working properly. As a secondary function, they also defend the estate. Most of the guards are golems but augmented by the Magus-guard.

Guilds and Factions

There are observers and apprentices from the mage guild. They operate in and around the estate. They do not have much say in what happens in the estate, merely allowed as a courtesy.

Points of interest

Spell forges, the libraries, magical item shopping, the academies to learn the arts from house Orior. Of a more martial nature they also have the training grounds where mages can be taught how to fight in battle with spell and steel.

Tourism

There is always a steady stream of people coming and going to the estate, rarely are they tourists though. The people coming and going are there to learn, or trade for the vast majority of cases.

Climate

Temperate, beside a lake and near a forest.

Natural Resources

A nearby lake provides water and fish. A nearby forest provides lumber, game, and gathering. Fields provide much of the cattle and grain. The arcane wells that power the spell forges are the most important to house Orior.
Type
Large town
Population
342
Location under

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