Aurelia
| Aurelia | |||||||||
| the Shining Bastion · the Shining Bastion of Purity · the pale city | |||||||||
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Aurelia, the Shining Bastion of Purity, is one of the greatest cities of Eldurae — a vast holy capital of white stone, golden spires, towering statues, and blazing braziers, ruled by the sacred sovereign Seraphine and bound to the Pure Light. Arcane magic is forbidden inside its walls; divine magic is permitted only in service of its goddess. The city is built in broad concentric rings around the palace-cathedral-fortress of Crownspire at its centre, its buildings raised from pale stone mixed with the rare anti-magic mineral Nullstone. It is the campaign’s principal antagonist faction. Although the party has not yet entered the city itself, Aurelian forces have appeared as enemies from session 7 onward — running the Dawn Mercy Clinic aquamation conspiracy in Umbrafall, occupying Eldwythe in less than a day in session 14, executing Ruin with a chain-snare in session 15, and stealing The Egg from Caelumn’s backpack in the same scene. The party is sailing south toward the White Lantern Shrine on Aurelia’s outer approaches as of session 16.
Overview
Aurelia is the marble-and-gold capital of the Pure Light’s holy empire, built in broad concentric rings around the palace-cathedral-fortress of Crownspire. To its people, the city is not merely powerful — it is proof that faith, discipline, and righteous rule can raise mortal civilisation above chaos. To its many critics and to the campaign party, it is the principal antagonist of Eldurae: a divine empire whose walls are immense, whose streets are famously clean, and whose order is so exact that many travellers speak of it with equal parts awe and caution. The Aurelians have been the campaign’s principal antagonist faction from session 10 onward, but the city itself has not yet been visited. The party is sailing south toward its outer approaches as of session 16 with the goal of recovering The Egg from Aurelian custody.
Geography and appearance
Built in broad rings, with status and privilege rising toward the radiant centre. At the outer edges lie the gates, docks, labour quarters, and military roads that keep the capital fed, guarded, and supplied; the Ashward, where dock workers and tanners live, is one such labour quarter (named in [6]. Farther inward, broad markets, workshops, schools, shrines, baths, and public halls support the life of the ordinary loyal citizen. Closer still stand the estates of noble families, high courts, elite compounds, and the grand institutions of church and state. At the heart of it all rises Crownspire, the palace-cathedral-fortress of the ruling power, enclosed within its own inner walls like a sacred city within the city.
The city’s buildings are raised from pale stone mixed with Nullstone, a rare anti-magic mineral believed by most citizens to be one of Aurelia’s greatest blessings — a form of holy protection built into the very bones of the city, shielding it from sorcery and magical disaster. Aurelian officers carry Nullstone-runed equipment such as the Aurelian Plate Armour with Nullstone Runes that Vazquez looted in session 10.
Daily life
For most loyal citizens, life in Aurelia is stable and orderly. People work, marry, worship, trade, raise children, and carry on under the guidance of the Church of the Pure Light and the protection of the city’s ever-watchful guard. Public rituals, school teachings, sermons, and civic tradition all reinforce the same belief: Aurelia stands between the world and corruption. Even the city’s poorest districts are not abandoned, but tightly managed, fed, and kept under firm supervision. To many outsiders, this can feel severe; to many citizens, it feels like care.
Magic and the Pure Light
Arcane magic is forbidden in Aurelia. Priests of the Pure Light teach that arcane power is a dangerous temptation, one that leads mortals toward arrogance, corruption, and ruin if left unchecked. Divine magic, by contrast, is understood as a sacred gift, lawful only when used in service to the Pure Light and the city’s righteous order. Those suspected of forbidden magic are publicly arrested and formally investigated. What becomes of the guilty is the subject of rumour more than certainty — some say prison, some say exile, others claim the condemned are sent to labour far from the capital. In Aurelia, people tend not to ask too many questions once judgment has been passed.
The Nullstone woven into the city’s masonry is the practical backstop to this doctrine: the same material that shields the capital from rogue sorcery also denies it to anyone foolish enough to try inside the walls.
Government / control
The city is ruled by Seraphine, the sacred sovereign of Aurelia and living vessel of the goddess’s will. To the people, she is both holy ruler and divine protector — a radiant figure in golden armour whose appearances at great public rites draw vast crowds in reverent silence. When she addresses the masses, she speaks of purity, duty, vigilance, and the greatness of Aurelia’s calling. Tales of her battlefield might are told with near-religious awe, and many believe that if Seraphine herself takes the field, victory is already assured.
Her laws are upheld through a single sacred order expressed in many forms: guards in the streets, soldiers on the walls, priests in the shrines, clerks in the record halls, and inquisitors charged with rooting out hidden threats. Patrols are common throughout the city, inspections are a normal part of public life, and scrutiny only sharpens closer to the centre. To the faithful, this is not tyranny — it is vigilance. Aurelia does not endure because it is kind. It endures because it is watchful.
Notable features
- Crownspire — the gleaming palace-cathedral-fortress at the city’s centre, from which the city’s law, faith, and authority radiate outward. Sun-banners and shining towers; the will of Aurelia given form in ritual, judgment, and steel. Enclosed in its own inner walls.
- Nullstone — the rare anti-magic mineral mixed into the city’s pale stone and used on Aurelian officer equipment.
- The Church of the Pure Light — the doctrinal arm of the state; shrines and grand sanctuaries thread the inner rings.
- The Ashward — outer-ring labour district where dock workers and tanners live; Hett Varn’s safe-house is here.
- Aurelian inquisitors — empowered to investigate and detain suspected arcane casters.
Posture toward the party
Active antagonist. Confirmed encounters and operations:
- Session 7-10 (Dawn Mercy Clinic): Aurelian agents are running an abduction conspiracy through the Dawn Mercy Clinic in Umbrafall. Magically-gifted residents are aquamated on paper and shipped alive to Aurelia via Dock 13. Mira Hale (Risa’s sister) was one such abductee [1].
- Session 10: An Aurelian Paladin and three lighter-armoured ambushers attack the party in an Umbrafall alley. The Paladin’s plate is identified as Aurelian Plate Armour with Nullstone Runes: advantage on saves vs arcane spells, blocks the wearer’s own arcane casting, blocks barbarian rage. The Paladin’s radiant-rider greatsword bypasses Mharos’s necrotic resistance.
- Session 14: Aurelian forces occupy Eldwythe in less than a day. White-and-gold banners on the palisade, Pure Light tabards, wanted posters of all five PCs charging “unlawful possession and obstruction of divine inquiry” [3].
- Session 15: An Aurelian chain-master decapitates Ruin with a chain-snare in the clearing outside Eldwythe [7] — a scripted execution with no save. The Egg is stolen by an unseen Aurelian chain in the smoke [5].
- Session 16: The party heads south toward the White Lantern Shrine (3 days’ sail) and ultimately toward Aurelia itself.
The Aurelians’ magic-detection method is opaque. Possibilities: arcane-tracing magic (per the pre-campaign brief), informants, the Order of the Veil (Velkris faction, world-brief canon), or witness-based intelligence (the wanted posters covered all five party members including Vazquez, who used no magic in s12). Tieflings are exterminated on sight [8]; Vazquez’s Hat of Disguise (attuned in s16) is the workaround.
History (world brief)
- The War of Fractured Heavens (582-589 A.I.): Aurelia tried to destroy Arcanthys. Aurelia’s Nullstone Constructs marched against Arcanthys’s Grand Conflux. Stalemate. Both cities have held an uneasy peace since.
- The Fall of Karvos (631 A.I.): The dragon-scorched ruin of Karvos became, under Bahamut’s wrath, Vhal’Zarim. Aurelia and Vhal’Zarim hunted the chromatic dragons together — per Thomas Feld’s s11 testimony, “there are no chromatic dragons left on this side of the world to find.”
Inhabitants (named or referenced)
- Seraphine — the sacred sovereign of Aurelia and living vessel of the goddess’s will (referenced in world brief; not yet seen).
- Mira Hale — abducted by Aurelians; held somewhere in the city as of s10.
- The chain-master — Aurelian elite who killed Ruin and stole the Egg in s15. Identity, faction-rank, and abilities largely unknown.
- The unnamed Aurelian Paladin killed by the party in s10.
- Hett Varn — Phil Flowerforge’s red-headed-dwarf contact, lives in Ashward, meets at the White Lantern Shrine.
Status as of session 16
The party is sailing south on a small skiff three days out from the White Lantern Shrine. Their stated objectives: recover the Egg from Aurelian custody; investigate Mira Hale’s captivity (s10 commitment).
See also
- Seraphine
- Crownspire
- Aurelian forces
- Pure Light
- Nullstone
- Dock 13
- White Lantern Shrine
- Hett Varn
- Mira Hale
- The Egg
- Arcanthys
- Vhal’Zarim
References
- ^ Session 10, line 643-666 — Drew confesses Aurelian abductions to Aurelia.
- ^ Session 10, line 794-1054 — Aurelian Paladin ambush; Nullstone plate identified.
- ^ Session 14, line 1556-1561 — Aurelian forces occupy Eldwythe.
- ^ Session 15, line 100-119 — Aurelian chain-master executes Ruin.
- ^ Session 15, line 500-504 — The Egg is stolen by an Aurelian chain.
- ^ Session 15, line 655 — Inline citation.
- ^ Session 15, line 119 — Inline citation.
- ^ Session 14, line 1619 — Inline citation.


