Auduria
The capitol city of Luxon. Located in the center of the continent near the border of Khuvel by the Greatbridge. Boasts the largest landmass and population in the entire Prime Material Plane.
Population
80,000 (120,000 before the Eclipse)
80% Human
13% Half-Elf
5% Halfling
2% Other
City Structure
First Ring: Where the true innocents of Aduria will be. Within the first layer the sheer size makes it extremely hard to watch over each individual citizen. This means that it is much easier for awakened or others against Luxon to sneak inside and evade guards/priests. The citizens are mostly just normal people, mostly lawful good to true neutral.
Second and Third Rings: While being separate layers, there isn't much that distinguishes the two. These two layers are harder to get into, as laws are stricter. While moving deeper into the city, conditions get nicer, but only for those that Luxon accepts.
Fourth Ring: The fourth layer of Aduria is where the negatives of the nation start to stand out. Getting through the area can prove to be exceedingly difficult due to the behavior of its residents. The layer is in a constant power dispute between the rich nobles that own most of the land within, and the thieves that are paid to steal by these nobles. The cycle is that the rich will pay poor thieves to steal from competing nobles, which gives the thieves money to become nobles themselves. This cycle repeats as nobles become poor, where they then convert to a life of crime and steal from the rich. The reason why this layer is so difficult to get through is because of how greedy both parties are, be it the rich or poor. Visitors will always have eyes on them no matter where they are. Not hiding will result in being called out by the nobles that own all the land, while hiding will result in being found by the thieves who are trying to hide as well.
Fifth Ring: Potentially the most dangerous layer for an awakened to be in, this zone serves as the main barracks for the Luxonian Army. Their leader and one of the two kings hails from here, that being King Aldred. His violent and aggressive nature can be felt throughout the ring, with residents (which are mostly military members) claiming to never feel truly safe. Guarding the gate to the next layer is a group of clerics that provide passage via dimensional doors. A very important area is the old headquarters for the Dragon's Maw, formerly led by Greymount. This area was haunted by a spirit known as “The General" before it was put to rest by the Children of Dusk.
Sixth Ring: Almost the entirety of the 6th layer has been corrupted by a dark energy seeping from below. The clerics in the previous ring will use dimensional doors to transport those passing through directly to the next layer, bypassing the corruption. The source comes from the many holes in the ground that connect to tunnels to the Underdark entrance. These tunnels reach all the way below the Zelian Palace. The Underdark cannot be accessed through any other natural means except this layer. Guarding this broken land are Dawn Sentinels that have been corrupted by Duskblood. Their original programming of attacking those with Duskblood has remained intact, yet their altered state keeps them from succumbing to death, placing them in an endless loop of pointless violence against another until an awakened enters.
Seventh Ring: By this point, there are few “normal” citizens that inhabit the rest of Aduria. the 7th layer marks a turning point in which the true nature of the city is shown. Many of the tyrants that govern other Luxonian cities usually live here along with their own private militia. In their own echo chamber, these tyrants always believe their actions to be just, and are some of the most loyal dogs to Aelwin's doctrines. One notable resident of this layer is Father Gale.
Eighth Ring: Second to last is a land frozen in time, kept in perfect order as it was before the Eclipse. The eighth layer is where many of Luxon's scandalous secrets are kept. Production of Aloc’s mind-altering ale is brewed within this layer, along with the forges used to create the Dawn Sentinels.
The Zelian Palace
The center of the greatest city in the world. Inside are the royal family's greatest secrets along with King Aloc himself. Not a single other person is allowed within the final layer except the two kings themselves, and anyone they permit. Underneath the heart of the Zelian Palace lies the entrance to the Underdark, which is only accessible via tunnel through the sixth ring.
The layout of the palace is constantly changing, as Aelwin's curse on Aloc has made it so that rooms within are non-Euclidean and loop on another. You could enter the palace and walk straight into the throne room, or wander hallways and looping rooms for days before seeing an exit or window. Neither Aloc nor Aelwin have any control over how the palace decides to change, but one thing remains constant. The formerly mentioned king can never leave as long as Aelwin decides it so.
Notable Rooms:
- The throne room is a large rectangular space with huge marble pillars and stained glass windows lining the sides. The entrance is a large ornate golden lined door, with crests from Luxon's many cities and towns surrounding it. On the far end is an altar with three thrones atop it. One for Aloc, one for Aldred, and behind them in the center is a larger throne for the departed King Aelwin. A fourth throne is covered in cloth in the far corner. Behind the thrones is a balcony that overlooks the city of Auduria, and above this balcony exit is a massive stained glass window that portrays Aelwin with two wings wielding a golden spear of light. On the gold lined ceiling there are many chandeliers providing candlelight. Despite the windows and balcony, Aloc cannot use these exits to escape, as going through them still somehow places him back in the palace. This room is where Aloc spends most of his time.
- The kings quarters has housing for royalty, but only sees use from Aloc. The old king and queen's bedchambers remains as it did many years ago, and Aloc's room sees little improvement. Aldred's room has been repurposed to house his many trophies from battle and sees no usage for rest.
- A room that serves as a place of worship for Zelios. There was once a grand chapel in the palace, but as time went on, Aelwin shrunk the space more and more until now all that remains as a tribute to his deity is a small bedroom sized shrine with a small altar in the center to pray to. Praying to Zelios here will grant one large favor with the deity, as he hasn't been worshipped here in hundreds of years.
- Several rooms simply have no floor, and loop endlessly in a pit that falls forever. To escape, the stone walls must be destroyed.