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4E 201 · Frostfall 11
Sundas · Dawn · 05:30

The guiding light

Principles

The foundations for a fair, legible, self-organizing world.

Principles I

The Standard

Players set the standard and build the world piece by piece.

To make this possible there must be some Principles we agree upon and that we have decided to establish as our guiding light. No matter what the rules end up looking like, we must abide by our founding principles. With that being said, we have made a series of hard decisions in terms of gameplay and governance that we hope will form the foundation for a versatile gamemode that serves all types of players.

We currently don't know what the community will look like or how the game will play at scale. The main things we are trying to avoid are crafting unrealistic rulesets, hastily choosing leadership, and attempting to establish lore beyond our knowledge or station, these should all be up to the players. Ultimately we are attempting to build the gamemode from the ground up with scale and balancing in mind. It is complex work but rewarding when real heroes begin to emerge and genuine markets begin to form.

We have opened up every single state available to a Skyrim vanilla character to the public including supernatural states such as vampirism and lycanthropy. Your racial aspect spell will persist as will your Standing Stone buff. All magic will eventually become available but we are starting with the main combat spells for damage dealing, healing, resistances, and buffs/debuffs. All skills, combat, magic and potions are available but will be altered in rarity as balancing is required and gated when necessary. We have a stable job faction and mounts persist as active world NPCs, can be bought, sold, claimed or stolen.

The main goal will be to completely sync the vanilla world and attempt to fill it to capacity. When that happens we'll be ready to integrate mods and scripts to immediately expand all the existing holdings. Whiterun, Solitude, Windhelm, Markarth, all these look like grand cities but Bethesda took great pains to make the large scale fit on 2011 hardware. Fortunately they built everything broadly modular. This means we have the ability to expand these cities to the scale they actually appear and deserve. Other mod integrations will start in the form of quality-of-life RPG mods that add massive roleplay value or cleanly enrich the existing vanilla features.

Together we can raise up something primordial that stands like another Adamantine Tower that anchors our world. That struggle will be the Aurbis.