Locations Index

Locations of Eldurae

The world is Eldurae, currently in the year 843 A.I., the Age of Illumination. Six great powers shape the continent: Aurelia, the Shining Bastion of Purity; Arcanthys, the floating empire of magic; Velkris, the Veiled Gate that taxes every river passage; Umbrafall, the City Beneath the Dead Sun; Vhal’Zarim, the Bastion of the Platinum Flame; and Sablemar, the lawless Dustbound Bazaar. The dwarven hold of Khaldun Forgehold, carved into the Emberpeak Mountains, is the seventh regional power.

The party has visited only a fraction of these. Most of the campaign so far has unfolded in Wyrmbough Grove, Umbrafall, and Eldwythe. After landing on the Aurelian coast in session 18, the party abandoned its plans for Aurelia [1] and turned back north, crossing out of Aurelian territory at the Eldwythe Bridge in session 20 [2]. In session 21 it was on the road to Umbrafall again, guarding a merchant caravan, and stopped at Greysmere, a village a day’s ride short of the city [3][4]. Sessions 22 to 24 were spent at the ridge temple forty minutes north of Greysmere, which the DM called the Temple of Vecna in sessions 22 and 23 [5][6][7] and “the temple” in session 24 [8]; session 24 never left it either and paused with the party fighting a knight of smoke inside [9].

s17 geography notes (no new locations promoted to articles; the Aurelian-sunk shipwreck, Nessa’s fishing boat, and the cold-water reef line where the Rimeclaw Skulker encounter begins are all transient sea-points without their own articles):

  • Sapphire Sea = Velkris choke-point for sea-to-ocean access. Session 17’s open-water travel confirmed the Sapphire Sea is the named coastal corridor between the Eldwythe outflow and the southward approach to Aurelia; further-south stretches turn cold and host fauna unlike anything in the northern Sapphire Sea proper (the Rimeclaw Skulker + water wolves encounter at the cold-water reef line, [10]).
  • White Lantern Shrine is on Aurelia’s north entrance. Hugo: “the White Lantern Shrine, which is the outskirts of Aurelia on the north entrance of it” [11]; Terry: “It’s on the freight road approaching Aurelia” [12]. Direction now confirmed; earlier articles had this as “direction not explicitly named on-screen”. The Shrine is the freight-road waystation on the city’s northern approach.

s18 to s24 geography notes:

  • The Aurelian coast. After the skiff was lost, the party swam ashore at an unnamed stretch of coast, “wet rock uh pale sand and low grass bending in the wind” [13]: the Aurelian coast landfall (s18). On the road inland, an Aurelian patrol pointed the party to The Bright Gate [14][15].
  • Out of Aurelia. Crossing the Eldwythe Bridge checkpoint northbound, the party “left Aurelia” [2].
  • Greysmere is off the map. The s20 mill-pond settlement is Greysmere, a village the DM calls “too insignificant to actually bother putting on the map” [16], roughly a day’s ride short of Umbrafall [3].
  • A temple to the north. About forty minutes on foot north of Greysmere, through pine woods, a temple is cut into a low ridge beneath the carved symbol of Vecna [17][18][19]. In session 22 the DM confirmed “it’s a 40 minute walk back to Greysmere” [5] and called the building “the Temple of Vecna” [6]; whether that is its name is unconfirmed, and in session 24 he said only “the temple” [8].
  • Inside the temple. Session 23 brought the first compass statements since session 21. A wall that a cultist opened with a pendant leads to what the DM calls “the very south room”, “a secret entrance” [20][21], and the passage behind it “slopes down to the west” [22]. The misty hall seen in session 21 was described again with the same directions [23][24]. In the session’s second fight the DM said “something opens in the south” and then placed the enemy “to your west” [25][26]; the temple’s page lists every statement and leaves the disagreement unresolved.
  • Inside the temple, session 24. The party stayed in the temple on the same night. It walked the passage with the uphill stream to a room of six stone figures and, through hidden doors behind statues, to a root room and a knight chamber; it opened the vampire-lord chamber and found a third hidden passage, with a Dracolich statue, off the statue room [27][28][29][30][31][32]. The mist of the misty hall turned hostile and was not crossed [33][34]. The DM’s only compass word was said of the others, as Hugo heard them: “everyone just kind of hightailed it to north” [35]. The temple’s page lists the rooms.
  • Arcanthys and Aurelia. The DM described the two powers as long in “open confrontation” and now in “kind of a Cold War, sort of” [36]. Neither city has been visited.

Cities of Eldurae

LocationStatus as of s24First seenNotes
Aureliaunvisiteds10 (forces in Umbrafall)Principal antagonist; the party crossed its territory in s18-s20 but never reached the city
Arcanthysunvisitedpre-campaign briefFloating magic-city; Harvo’s claimed origin, and by their players’ accounts Terry’s and Kole’s home; in “a Cold War, sort of” with Aurelia [36]
Velkrisunvisitedpre-campaign briefRiver-toll merchant city; destination of the ledger errand
Umbrafallactives4Visited extensively s4-s11; campaign’s largest urban arc; the caravan’s destination in s20-s21
Vhal’Zarimunvisitedpre-campaign briefCaelumn’s origin; Bahamut’s bastion
Sablemarunvisitedpre-campaign briefDesert bazaar; never visited
Khaldun Forgeholdactivepre-campaign briefDwarven city; regional power; never visited

Towns and villages

LocationStatus as of s24First seenNotes
Gloamhearthactives1Campaign-start village; revisited s4
Wyrmbough Groveactives1Elven city; home base s2-s3
Mirestrandactives4Velkris vassal; site of the Black Mask audience
Eldwytheactives12Candy-cottage arc; Aurelian-occupied from s14, free of the occupation by s20
Greysmereactives20The s20 mill-pond settlement, named in s21; a village of graves a day’s ride short of Umbrafall; the kidnapping of Pell; last visited s21, with the party still at the temple to its north through s22 to s24
Palathornunvisiteds12 (mentioned)NE of Eldwythe; Thomas Feld’s dragon sighting
Duskwatchunvisitedpre-campaign brief (ledger s6)Velkris’s port; smuggling hub

Districts and inner-city locations

LocationParent cityFirst seenNotes
CrownspireAureliapre-campaign briefPalace-cathedral-fortress; Seraphine’s seat
AshwardAurelias15 (named)Labour district; dock workers and tanners; Hett Varn’s safe house
Gloaming WarrensUmbrafallpre-campaign briefThe deep fungal workings beneath the city; The Warrens are one section
Black Hollow MarketUmbrafalls4Underground bazaar; The Broker’s stall
Wane QuarterUmbrafalls7Lower-fog district housing the Glomangol Inn
Dock 13Umbrafalls10Waterfront berth for smuggled cargo and abductions bound for Aurelia and Duskwatch
Grand Conflux SpireArcanthyspre-campaign briefCentral tower anchoring the floating platforms
Grand Exchange (Velkris)Velkrispre-campaign briefThe city’s central market
High RegistryVelkrispre-campaign briefRecords hall; papers, ownership and debts
Silent HallVelkrispre-campaign briefMeeting chamber of the Council of Factors
Sanctuary of FlameVhal’Zarimpre-campaign briefCentral cathedral; seat of the Platinum Order
Everflame ForgesKhaldun Forgeholdpre-campaign briefForge halls fed by emberite
RuneworksKhaldun Forgeholdpre-campaign briefEnchanted-weapon workshop of the rune-smiths
EmberdeepKhaldun Forgeholdpre-campaign briefTunnels beneath the lower mines; voices in the molten dark

Inns and taverns

LocationTownFirst seenNotes
Hollow Hall TavernGloamhearths1Where the campaign began
Fergus’s GrillWyrmbough Groves2Dragon-meat feast; cottages 5gp/night
The Still Current InnMirestrands4Mandatory mask custom; the Black Mask’s audience
Glomangol InnUmbrafalls7Recurring long-rest base s7-s11

Shops and other buildings

LocationTownFirst seenNotes
Shamil’s ForgeWyrmbough Groves3Vasquez’s gunblade forged here
Whisper Coil EmporiumUmbrafalls7Alston’s potion shop
Dawn Mercy ClinicUmbrafalls10Aurelian abduction front
Nightwatch JailUmbrafalls7Vasquez’s brief incarceration; “Bruise”
Starpoint SecretsUmbrafalls11Fairy-run potion shop; Ruin’s theft attempt raised the prices
Phil’s BakeryEldwythes12Where Briochebane was raised
Edith’s ConfectioneryEldwythes12Burned at start of s12

Dungeons and lairs

LocationFirst seenStatusNotes
Sunset is Nigh’s Lairs3abandonedDragon-cave; Cholmondeley’s death
The Warrenss4abandonedMaelis Dirn’s lair; the Titan
Black Vein Quarrys8abandonedMharos’s burial; Harvo’s death
Candy Cottages12activeUncle Nibblecheek’s domain
Eldwythe Sewerss15activeEscape route; sarcophagus ambush; biogloom cultivation
The ridge temple (Session 21)s21activeTemple under Vecna’s carved symbol, forty minutes north of Greysmere; the DM called it the Temple of Vecna in s22 and s23 (name unconfirmed) and “the temple” in s24 [8]; in use by a cult. Last visited s24, which was spent wholly inside: the sealed-door fight ended, a chant began and built, the misty hall turned hostile, and the party worked through a sloping passage, a room of six stone figures, a root room and a vampire-lord statue to win two black orbs; a knight of smoke came out of a toppled statue, and the session paused mid-fight with the party inside

Roads, outdoors, and wayshrines

LocationFirst seenStatusNotes
Corrupted Redwood Groves2activeOutside Wyrmbough Grove; cleansed s3
White Lantern Shrines15 (named)unvisitedPhil’s contact’s meeting point on Aurelia’s northern approach; never reached
Aurelian coast landfall (s18)s18unnamedWhere the party swam ashore after the skiff was lost; beach camp and long rest
The Bright Gates18 (referenced)activeAurelian gate and papers checkpoint on the road into the city; never reached
Eldwythe Bridges20activeAurelian border checkpoint; the party crossed out of Aurelia on Laura Bennett’s manifest

Geographic features

LocationNotes
ElduraeThe world; meta-article
Sapphire SeaSea between Eldwythe and Aurelia, with its outlet at Velkris; crossed by the party in s16-s17
Greywater RiverInland waterway; controlled by Velkris
Emberpeak MountainsVolcanic range housing Khaldun Forgehold

Unvisited (world-brief or one-mention)

LocationFirst seenNotes
Aurelias10 (forces in Umbrafall)Principal antagonist city; its territory crossed in s18-s20, the city never reached
Crownspirepre-campaign briefInner palace of Aurelia
Ashwards15 (named)Aurelian labour district
The Bright Gates18 (referenced)Aurelian gate on the road into the city
Arcanthyspre-campaign briefFloating magic city
Grand Conflux Spirepre-campaign briefArcanthys’s central tower
Velkrispre-campaign briefVeiled Gate; future plot hub
Grand Exchange (Velkris)pre-campaign briefVelkris’s central market
High Registrypre-campaign briefVelkris’s records hall
Silent Hallpre-campaign briefThe Council of Factors’ chamber
Vhal’Zarimpre-campaign briefCaelumn’s origin
Sanctuary of Flamepre-campaign briefVhal’Zarim’s central cathedral
Sablemarpre-campaign briefDesert bazaar; never visited
Khaldun Forgeholdpre-campaign briefDwarven city
Everflame Forgespre-campaign briefKhaldun’s forge halls
Runeworkspre-campaign briefKhaldun’s enchanted-weapon workshop
Emberdeeppre-campaign briefTunnels beneath Khaldun’s mines
Duskwatchpre-campaign brief (ledger s6)Velkris’s port
White Lantern Shrines15 (named)Aurelia’s northern wayshrine; never reached
Palathorns12 (mentioned)Thomas Feld’s dragon sighting
Dock 13s10Umbrafall’s smuggling berth
Gloaming Warrenspre-campaign briefUmbrafall’s deep fungal workings
Greywater Riverpre-campaign briefThe river
Emberpeak Mountainspre-campaign briefThe mountains

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