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Aurelia is the name of the country in which this adventure will be told. It is ruled, mostly, by a monarchy, and broken up into provinces, the heads of which form the ruling body.

Aurelia is a pre-industrial-revolution steam- and magic-powered society. Ornate items are a status symbol, with form almost as important as function. A rail network crosses the country, and airships are a regular sight in the skies.

Creatures of all shapes and sizes live together on Aurelia, including some monstrous creatures.


Discovered by Mordecai Haarlock, rogue trader with a warrant  from the royal family of Arcoss, a country to the North on the continent of Pelagea. He sailed into the Argentian Sea (just off Bridgetown), saw the fertile land and then named it for the bright gold of the sunshine. He didn’t get much further than what is now called Bridgetown, a series of fertile plains and many rivers, before he decided to come back. He went back to the royals with his discovery, subsequently cutting ties and returning to Aurelia at the head of a fleet of entrepreneurial families and individuals who had liquidated their assets and gambled everything on the possibility of success in the new land. Haarlock himself sunk all that he had into this venture, leaving holdings but taking his whole fleet to the new land, and became an integral part of the expansion.

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The settlers began in Bridgetown and spread, founding cities in areas of Aurelia where they found their fortunes, and dividing Aurelia into the provinces, and forming the leadership of the Commonwealth of Aurelia. However, the province dubbed Kanea always proved untameable.

The Commonwealth of Aurelia

The Province of Aurea
The Province of Stannea
The Province of Ferrea
The Province of Stibia
The Province of Cuprea
The Province of Natrea

Other areas

Free city of Zadena
The Province of Kanea
The Roost
Straeh Islands

Societal structures


  • The Thieves Guild is a formal, regulated entity with structures in every city (albeit well hidden). The Guild is centred on the Siren, though, in international waters.
  • Assassins exist, but organisations are very well hidden, and tends towards preferring extreme stealth rather than overt assassination. Very few people know they exist, let alone how to contact them.
  • A formal state-sanctioned police force exists in almost all regional capital cities – other cities hire mercenaries.


  • Armies in Aurelia are generally region-specific defence forces, following the law of the Commonwealth and of their provinces. Mercenary bands exist and work prominently, depending on the fortunes of the time. All provinces lend troops to Cuprea to cover the Wall.


Magic is regulated heavily – mages are mistrusted and feared by the populace, thanks to misunderstanding and corruption.

  • Wizards

    • Wizards are regulated heavily. Magic is taught almost exclusively at [[King’s College of Magic]], and ‘enclaves’ of graduate wizards exist in all regions and keep track of mages.
    • Wizardry is a status symbol for families, and so if magical aptitude is recognised then a family generally does whatever it takes to get their child into magic school – they know that the child is destined for great things.
  • Bards

    • Music is taught in many ways, though there are schools of music in many cities, and being a patron is a status symbol amongst the rich.
    • Bardic magic is regulated by the King’s College, generally once musical aptitude is recognised as magical aptitude though.
  • Sorcerors

    • Spontaneous mages are mistrusted more than Wizards – as they cannot control their magic, or begin to display aspects of their heritage, the populace fears them. As such they tend towards disguising themselves, and leaving before the cops get there.
    • Spontaneous mages are born everywhere, but tend to move towards the unregulated areas of the country like Zadena and Haven. Unregulated areas tend to lawlessness, though, and many scared sorcerors have been taken advantage of.
  • Warlocks

    • Warlocks, having made a pact with an outside power for their magic, tend to hide their power well. They are sought by the King’s School for study, and are mistrusted on their own in the Commonwealth.
  • Druids

    • Druids are considered to be more spontaneous magic users, and are as such distrusted – more so because they tend towards the wilderness – where Wizards tend to stay away from. As much of the country is wild, Druids tend to stay there rather than the city anyway.
    • A Circle presides of the majority of the organised Druids, meeting each solstice at the base of the volcano. They mainly advise each other of potential threats, news and the like, in a very informal setting. Major threats see Druids coming together in a much faster, more organised way that is entirely unexpected to those who don’t know their ways.
    • Druids train as an apprentice, following and learning from a Master. When they graduate they are expected to take an Apprentice themselves.
    • Some in the Church have suggested that Druids may simply be Clerics of another aspect of the Allfather.


There are many factions, but all formal churches come under the purview of the Church of the Allfather, which is recognised as the highest power.

  • The Church of the Allfather is the most dominant church by far, but smaller orders exist that focus on particular Aspects, which include:

    • O: A man who does not breathe and whose muscles don't move as he does. His eyes seem empty, and looking at him gives the impression of staring into infinity. He delivers a single message, usually cryptic, and disappears quickly.
    • The Nomad: A nondescript traveller in a great grey cloak with a hood. He is friendly, though prefers his own company, and never buys a room at any inn. He is always gone in the morning, and someone has always died peacefully, though unexpectedly, in their sleep.
    • The Brass Judge: A huge ogre-like monster holding brass scales that smashed into the keep of a corrupt lord and beat him to death. It’s rumoured the lord was worshipping demons.
    • The Great Serpent: An enormous serpent of scintillating colours that prevented entry into a particular area of a swamp for a year and a day, then vanished. Nobody knows what was happening in that area of the swamp, but a cocoon was found afterwards.


  • Officials of the Church

    • Clerics

      • Not all church officials have divine power, and not all divine power goes to church officials. Those who have received power from the Allfather tend to receive their powers unexpectedly, and then search for an Aspect of the Allfather that best represents what they think the Allfather is asking of them.
    • Paladins

      • There are many Orders, almost all of which are hinged on a particular, lofty, goal. Paladins receive their powers in much the same way, but this tends to be more when they’re already working towards their goal – the investiture of power is more of a confirmation of their quest than a call to it.


Other Classes

  • Barbarians

    • The areas outside of the effective enforcement range of the armies (ie. far from the cities) are still very wild. Settlements out on the fringes of society can lose touch with civilisation; warriors from these settlements tend not to be as highly trained, relying on their own natural skills.
  • Monks

    • Monastaries exist in Aurelia, for the purposes of looking within and without at the mysteries of the Universe. Some monks – a very few – find that they have powers, though for some that is based on attunement to the Universe and for others it is of a more supernatural nature. In either case, it takes a lifetime of dedicated study of within and without.
    • Of particular note are the tattooed monks of the Kanean alps – some monks find that their tattoos take on a magical quality, animated on their skin, giving them powers.

Map notes:

  • Light brown areas are plains, and largely farming and grazing land.
  • Black lines are train lines.
  • Not all cities and places of interest are shown on the map as yet.

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