Aurora

## The Gateway Between Worlds Are Opening.

In the year of our lord 395 Ad Iudicem, the call rings across the Kingdom of Rilvyen and beyond.

Deep in the **Ymheimr Mountains** heights lies the treacherous, storied mountain pass to **Chronicle Mount**. Within, for the first time in almost 400 years, the once shackled **Heart Gates of Arbormund, the World Tree**, are opening. It is upon its crown that **The Judicator** had risen to godhood, forever establishing mankind’s place among divinity.

From the distant corners of the world, pilgrims, fortune-seekers, and mercenaries travel to this frigid island off the coast of **The Vale** in search of answers or opportunity.

However, the **Master Chronicler** and his order are furtive, not known for easily accepting visitors into their hallowed halls of antiquity.

All watch with bated breath to see who will enter and be the first in generations to glimpse the land of the gods...

### Where You'll Be Playing

**Aurora** is a large island just off the western coast of the **The Vale**, the boreal domain of one of the Great Houses, **House Pendrygen**. The island has a continental climate with beautiful white sand beaches, deep twisting fjords, boggy marshes, and rolling wooded foothills rising up to meet the treacherous slopes of the **Ymheimr Mountains**.

Upon the mountain ranges’ snow-covered crown lies **Chronicle Mount**, where the Rilvyen Kingdom archives and gateway to **Arbormund, the World Tree** lie. Its roots can even be seen weaving through its heights on a cloudless day. A number of smaller permafrost islands cover the island’s northern **Kaldian Sea**, extending all the way to the arctic circle.

There are various holds on the island, individual regions governed by a jarl. The jarls are largely independent, but they serve at the behest of the **Kronungr**, the king of Aurora. The jarl is the official in charge of the local hold, controlling the local hold guard, and regulating policy and trade.

Each hold has their own unique environments, peoples, locations, and mysteries. You begin in the hold of **Vördrim**, which lies on the southeastern-most edge of Aurora. The neighboring holds are **Ornheim**, which lies to the west, and **Austrvegrim**, across the **Strait of Skjold** to the east. As you play, you'll discover more about them.

### Foreign Shores

You start as **iron-plate adventurers**, the first in a generation to set foot on the island. Freshly landed, you stand upon the shores of southeastern **Vördrim** in the town of **Skellig**. Who knows what wonders this land holds?

#### Classic Viking Fantasy

 **Tactics** | Medium

This is classic Dungeons & Dragons, with you and your party playing as adventurers and Vikings, which in time will become legends. You can expect to save the local town from evil creatures hellbent on its destruction, quest for magical items, go on personal side-quests to discover your characters, delve into the regional politics, raid the shores from your Viking ship, and eventually claim a stronghold as your base of operations on the island.

This style of play is the most like a sandbox adventure. There's an overarching story, but you can let me know if there are any places on the island you wish to visit, enemies you wish to defeat, people you want to interact with, or character backstories you want to flesh out. This is the type of campaign which will allow you to visit every place on the island, should you choose.

##### Player Buy-In

You'll have to buy into the code of *"We will honor our friends, come hell or high water."* This is standard D&D fantasy stuff. You don't have to be 'good', but you do have to care about putting your life on the line for your friends.

### Where To Get Started

* *Making Characters*
* *Travel*
* *Downtime*
* *Lifestyle*