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Aurelia Invicta

Aurelia Invicta is a fortified coastal town in the Duchy of Carteia, set along the storm-lashed northern shores of the island of Halruaal. Though smaller than the capital, Carteia, it stands proud upon sea-worn cliffs, gazing defiantly into the crashing waves. Its foundations are laid in stone laced with veins of Wardstone, a precious material that strengthens protective magicks— a gift and a burden, for many covet such strength.

Demographics

  • Humans make up roughly 60% (~10,800) of the town’s population.  Most serve as soldiers, scribes, artisans, or merchants.  Many families have lived here for generations, sworn to House Virelius or the Custodes Aegis. 
  • Dwarves are the next most populous at 20% (~3,600).  They are particularly strong among the blacksmithing guilds, wardstone masons, and armorers.  Their crafts are famed for combining abjuration runes with traditional dwarven metallurgy.  A number serve in the Custodia as shieldmasters and arcane engineers.
  • Gnomes are the third largest population at 10% (~1,800).  They are famed as clever and meticulous, many gnomes specialize in scrollcrafting, spell lattice calibration, and the delicate maintenance of magical wards and pylons.  The Praetorium Arcanii favors their precision and curiosity. 
  • Elves (mostly city and half-elves) are the next largest at 4% (~720).  They are often scholars or tacticians, some come from the capital or the Spiral Archive to serve as instructors.  Others remain aloof, finding the town's militarism stifling particularly given the past discrimination amongst their kind. 
  • Halflings come in at 3% (~540) are are found largely in the lower tier—dockworkers, quartermasters, cooks, and scribes.  Though few rise through the Custodes, they are well respected for their logistical brilliance and peerless attention to supply lines. 
  • besides them, others races make up the last 3% (~540).  These include tieflings, half-orcs, dragonborn, and others.  Many are transplants or refugees from distant parts of the Empire, drawn to Aurelia for its reputation as a stronghold of law and protection.  Some serve as emissaries or retainers for more exotic delegations.

Government

Aurelia is governed by a countess, appointed directly by the Duke after the last Count died without an heir.  The current Countess is Sabina Trallia, a former Custodian Commander known for her uncompromising justice and piercing green gaze.  She runs the city like a legion camp—and the people love her for it.  A small cadre of Magisterium wizards and lesser houses bolster a council/administrative body to help regulate the town.

Defences

The Warding Network of Aurelia Invicta is supported by an integrated lattice of runeworked conduits in the cobblestones of the town.  This lattice is woven with abjurant glyphs tied to the city's leyline spine. These channels power to: a City-wide barrier spell; directional force fields at gatehouses; and signal runes that light tower crystals in times of alert.

Infrastructure

Maritime Infrastructure

  • Northern Fortified Port - The docks are shielded by wardstone pylons that channel kinetic energy from waves into the city's lattice. Moorings are inscribed with repulsion glyphs to deter sea creatures and saboteurs.
  • Naval Facilities - a relatively small military shipyard is capable of producing rune-hulled skiffs and patrol cutters.  run by the Nauts and a select number of Magisters, a deepwater drydock exists beneath the cliffs, accessed only by a sigiled elevator shaft and a carefully warded entrance. 

Utilities & Supply

  • Water Supply - Freshwater is drawn from a glacial aquifer descending from the southern highlands and filtered through rune-cleansed channels. In times of siege, cisterns hold nearly eight months’ reserve.
  • Sewage and Sanitation - Latrines and runoff are guided into deep channels beneath the town, passing through purifying glyphs and monitored by alchemist before flowing into the sea. Maintenance is overseen by the Order of the Stone Serpent, a gnome-led guild of civic mages and engineers governed both by a joint venture between the Magisterium and the Congregation of Merchants.
  • Arcane Light and Heating - Streets and key buildings are lit by use of continual flame, while hearths and forges are powered by natural gas found within the mountains.

Religious and Civic Centers

  • Sanctum Vigilis - A shrine-fortress that serves as both chapel and training ground for divine and arcane disciplines, where oaths are sworn, and war-prayers whispered.  Within its walls, both the Magisterium and the Church of the Seven work together for mutual defense of the city.
  • Forum Aurelium - A high-walled civic square used for war trials, public addresses, and senatorial visits. Its dais is inscribed with the Mark of Justicars, ensuring all who speak within are magically compelled to truth.

Food Production & Collection

  1. Terraced Highlands Farming (Southern Slopes) - Just beyond the southern gate, carved into the rugged hills and highland terraces, lie the town’s agricultural fields. These are tended year-round by bonded laborers and citizen-farmers.  Their main produce include: a) grain; b) squash; c) cabbage; and d) peppers
  2. Cliffside and Ocean Harvesting (Northern Shore) - The northern docks support a sizable fishing fleet, run by local guilds with the assistance of the Nauts, who guide nets and repel monsters.  The sea, though stormy, teems with rock-scallops, silverfin, and crabs.  That, along with harvested kelpfields keep the population's nutrition diverse.
  3. Trade with outlying villages - monthly grain and livestock come from inland villages.

Districts

The town is arranged in three tiers:
  1. The Citadel of the Aegis rises atop the highest bluff, a white-marble keep sheathed in abjuration wards, residence of the ruling Count or Countess. Here, the elite guard and master wizards dwell, ever watchful of threats both arcane and mundane.
  2. The Scholar’s Quarter, nestled on the middle tier, houses Aurelia’s Lyceum, a respected sister-institution to the Spiral Archive. Specializing in battlefield warding and maritime protections, the Lyceum trains gifted youth and visiting adepts. Here, scrollshops, apothecaries, and minor guild halls cluster.
  3. The Commons and Docks, situated on the lowest tier beside the roiling sea, is home to laborers, fisherfolk, and artisans. The docks are reinforced with warded pylons to withstand both tempest and sea creature, and the folk here are hardy and proud. Shrines to Aquillia’Dante and Initiumartis are often found here, offerings swaying in the saltwind.

Guilds and Factions

Like most towns and cities in the country, the Congregation of Merchants and the Nauts are the key non-governmental factions within the town limits.  Likewise, the Magisterium and the Church of the Seven govern the political landscape along with the noble houses under Countess Sabina Trallia.

History

A brief history of Aurelia Invicta includes the following from the last fifty years: 
  • 1955 – Reconstruction of the Northern Port: A devastating seaquake damages the harbor; rebuilt with reinforced wardstone pylons and new elemental sluices.
  • 1958 – Founding of the Praetorium Arcanii: The town’s arcane school is formally established, separating from the Spiral Archive to specialize in defensive war-magic. 
  • 1963 – First Leviathan Sighting in Bay of Azure Teeth - The Custodes Aegis repels the creature with citywide wards—an event commemorated annually as the Night of Silver Depths. 
  • 1968 – Inauguration of the Sanctum Vigilis: The shrine-fortress to Ignitus and Initiumartis is completed; the dual-rite order of paladins and ward-priests is formally consecrated. 
  • 1973 – The Storm Rebellion: Rebels from the southern marches attempt to breach the Bastion during their campaign; Commander Sabina Trallia famously holds the Line of Three Gates, earning the title “The Wall Unbroken.” 
  • 1975 – Sabina Trallia Elevated to Countess: Honored for her defense of the duchy, Trallia is appointed by Duke Virelius himself to govern Aurelia Invicta. 
  • 1981 – Completion of the Bastion Lattice: Full activation of the runic defense network connecting tower crystals, pylons, and leyline anchors beneath the city. 
  • 1987 – Unmasking of the Ember Cabal: A rogue cabal within the Praetorium is uncovered attempting to siphon wardstone for offensive spells. Publicly tried and magically branded - many still consider this just one face of the large Night Guild. 
  • 1994 – Codification of the Oath of the Bastion: The current form of the oath is finalized and inscribed upon the central plinth of the Forum Aurelium. 
  • 2002 – Plaguewind Averted: A contagion-bearing wind from the eastern lowlands is contained by abjurant barriers and divine warding. Aurelia spared entirely; other towns suffer loss.

Architecture

Aurelia Invicta’s architecture is a study in solemn grandeur—low, broad, and immovable, like a spell carved into stone.  Buildings are constructed from dark basalt and pale wardstone, their surfaces etched with functional abjuration runes that glow faintly in moonlight or surge with light when activated.  Towers are squat and thick-walled, designed not to pierce the sky but to withstand siege and storm alike.  Arches are heavy, lintels reinforced with sigilwork, and roofs slope gently to shed wind and snow.  Public spaces are orderly and paved in interlocking geomantic stone, arranged according to the city's leyline lattice.  Beauty lies not in ornament, but in precision—the elegance of balance, symmetry, and layered defense.  Aurelia does not spire or sprawl; it stands.

Climate

Aurelia Invicta endures a cold coastal highland climate, where wind and stone meet in unrelenting communion. Nestled at the base of the northern mountains and facing the storm-lashed sea, the town is shaped as much by weather as by war.  Because of this, The people of Aurelia Invicta dress for the weather—layered wool, oil-treated cloaks, and sigil-threaded outerwear—and they walk as those accustomed to leaning into the wind. It is said the town itself was not built to withstand storms, but rather to train others how to endure them.

  • Winters (Warding–Breaking) - Bitter and damp. Snow dusts the highlands, but rarely clings to the coastal tiers. Freezing winds from the northern sea batter the cliffs, and arcane frost wards are renewed daily to prevent street icing and tower cracking.
  • Springs (Knowing–Raging) - Wet and unpredictable. Rain falls in long, icy sheets, often driven sideways by the howling gales. It is during this time that stormfront drills are most common, training both civilians and wardmages to react to tempests and magical surges.
  • Summers (Lurking–Seeding) - Brief, brisk, and dry. Mists roll inland in the early morning, cloaking the lower tier and harbor in a silver veil. Afternoon winds remain sharp, though not as violent. Ships sail most frequently during this window.
  • Autumns (Ascension–Forging) - The storm season. Tempest activity increases as warm inland winds clash with cold northern currents. Thunder and sea-wind become daily companions, and it is said one can tell a native Aurelian by the way they sleep through skyfire without stirring.
Alternative Name(s)
The Bastion Below and The Golden and Unconquered
Population
18000
Inhabitant Demonym
Aurelians
Location under
Owner/Ruler
Owning Organization

City Festivals:

The Night of Silver Depths - Date: 14th day of Warding. The themes of vigilance, resilience, and maritime protection are espoused. This Commemorates the 1963 Leviathan Sighting, when a massive sea-beast emerged from the Bay of Azure Teeth and was repelled by the Custodes Aegis and the northern ward towers. Traditions include: 1) lanterns of the Deep are floated across the harbor at dusk, each inscribed with a ward rune by local children; 2) veteran ward-knights tell tales of oceanic horrors and triumphs in the Forum Aurelium; and 3) a grand shield dance is performed by elite squadrons, blending martial display and abjuration sigils in moving formation.

The Emberfast Rite - Date: Final week of Forging. The themes of tempering of will and mastery over destruction are key. This was once a somber ritual among the Sanctum Vigilis, now expanded town-wide. Celebrates the doctrine that flame is sacred when contained by discipline—a balance of Ignitus' fire and Initiumartis’ craft. Traditions include: 1) aspiring paladins and ward-priests undergo public trials of flame-endurance and mental focus; 2) citizens walk the Ember Path, a trail of glowing coals enchanted not to burn those of clear conscience; and 3) tThe festival ends with the Igniting of the Crest, wherein the city's central sigil stone flares in golden light, renewed for the coming year.

Oathmark Day - Date: 1st day of Ascension. The themes of loyalty, citizenship, and binding service are heightened. This festival marks the first official swearing of the Oath of the Bastion after its codification in 1994. Traditions include: 1) all new graduates of the Praetorium Arcanii and initiates of the Custodes Aegis swear the oath before the Sigil Flame; 2) families inscribe their household runes on chalkstone tablets, which are ritually blessed and placed in the Hall of Names; and 3) a solemn parade of shieldmages in silence crosses all three tiers of the city, symbolizing the unity of defense.

The Day of Law Undaunted - Date: 20th day of Knowing. The key themes are civic pride, justice, and the strength of order. The town celebrates the elevation of Sabina Trallia to Countess in 1975 following her defense during the Storm Rebellion. Traditions include: 1) public reading of foundational civic laws by the High Justicar atop the Forum's Judgement Dais; 2) legal scroll duels—a ceremonial display where students of law and magic debate while casting binding illusions to illustrate their arguments; and 3) a town-wide dispensation of pardons for minor civic offenses, seen as a gesture of firm but merciful governance.


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