A roleplay province of Tamriel, an Elder Scrolls worldbuilding and storytelling community, and a massively multiplayer server built in The Elder Scrolls V: Skyrim.
For newcomers
Aurbis is a multiplayer roleplay server set in the Elder Scrolls province of Skyrim. We will inhabit this synchronized space on a shared Tamrielic calendar in a world where characters earn their place by deed and what a character does is remembered. We will refrain from defining its gamemode too narrowly and forge something unique together.
Cohorts form from the ground up: clans, houses, warbands, guilds, cults. They petition the public for recognition. Factions take shape from coalitions of cohorts. The High Kingship is contested at a Moot, not granted from above. There will eventually be no admin-assigned status; there is only what you earn and what you sign your name to.
This is a fantasy world, and the supernatural is within reach of all. Vampires, werewolves, monsters, occultism and sorcery all exist and are commonly accepted as real in this world, but so too is the struggle against it. The fight between humanity and the supernatural spills over from the realms of the Divines and the fight is eternal.
This chronicle is the public record of all of it. Welcome to the Annals.
The world
Your Birthsign is a place you walk to, and nothing is bound until you stand at the stone and touch it.
Identity in Aurbis is not a name floating over your head.
A 60 second countdown with a lootable corpse, then the Halls of the Dead, or a temple sanctuary if you are blessed.
Cohorts can be ancient Nordic clans, great Imperial houses, Orc warbands, Khajiit caravans or Argonian broods.
Ten tongues, one of them common to all of Tamriel, and a conversation you cannot follow until you have learned enough of the one it is held in.
Books and letters written at a desk, carried as real items, and read through each reader's own grasp of the tongue.
The faction system in the Aurbis world will consist of 10+ main canonical Skyrim factions and all 9 main Jarldom holdings.
The High Kingship, Jarldoms, and lesser nobility on Aurbis are sacred and foundational to the people of Skyrim.
Every hold in Skyrim has its laws, and where there are laws there are guards, and where there are guards there is consequence.
One clock for the whole province, running at real time, with the hearth charm as the only concession to distance.
Titles, master authority, forged locks and physical keys, on one property surface that covers doors and chests alike.
Nobody is born knowing the shape of the province. Maps are drawn, sold and marked by players.
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