Identity & Reputation
Characters have their own stories, relationships, and local standing. What a person knows, owns, and becomes should matter inside the world.
The ultimate Skyrim multiplayer roleplaying experience. Join adventurers in a synchronized, persistent Tamriel powered by dedicated servers.
We are preparing a first look at the world, its people, and the stories they will make together.
Active server status fetched live from official network nodes
Official updates, development blogs, and community announcements
Release notes, dated, in the words they shipped with
Ten years after the Dragonborn, Skyrim stands divided.
Open the ancient archives of Skyrim: an in-world library recording the sovereign borders, laws of commerce, warfare, and living history of the Three Powers. Step forward to inspect the political compacts and neutral institutions that shape daily life on Nirn.
The systems that turn a shared Skyrim into a roleplaying world.
Aurbis is built around identity, consequences, and exchange between players. These are the public rules of the world; server-specific events and detailed procedures are communicated through the community.
Characters have their own stories, relationships, and local standing. What a person knows, owns, and becomes should matter inside the world.
Gathering, field work, crafting, and trade give players practical ways to contribute to a settlement and earn a living.
NPC vendors are removed. Scavenging, hunting, restoration, crafting, and player shops determine how goods circulate.
Families, trading houses, and mercenary companies can organize as Cohorts. Property and shops depend on lawful local residency and standing.
Loose world loot can be taken but does not simply return. Renewable plants, wildlife, and ore keep field work meaningful.
Faction escalation requires evidence of hostile acts. Conflicts are structured around objectives, councils, and terms that players can understand.
Places, crafts, and journeys from the world players share.
A small field gallery from Aurbis Online. Select a plate to view it at full size.
A direction of travel, not a promise of dates.
The immediate focus is a stable, welcoming open alpha: character persistence, reliable world interaction, and the foundations needed for player stories to endure.
Launcher access, connected worlds, account tools, and the first public realm systems.
Stability, character persistence, multiplayer interactions, and feedback-driven refinement with the active community.
Deeper professions, player markets, property life, authored activities, and resilient social systems.
Faction diplomacy, formal agreements, escalation, and the larger political stories that emerge from player action.
Follow four steps to prepare a compatible Aurbis Online installation
Join our Discord server to connect with fellow players, view live updates, and join community events.
Use the official Aurbis Nexus Mods collection in Vortex before launching. It supplies the approved mod content required to join the realm.
Download the latest official Windows setup directly. The launcher manages your game connection, graphics options, and server selection.
Open the Aurbis Launcher, select your Skyrim game folder, and launch Aurbis Online. At Skyrim's main menu, choose Connect to Server and create or select your character.
A streamlined, standalone desktop launcher built specifically for player convenience and effortless multiplayer setup.
Practical answers before you begin your journey.
You need Skyrim Special Edition on Steam, the official Aurbis mod collection installed through Vortex, and the Aurbis Launcher. Follow the setup guide above in order before connecting.
No. The economy is player-driven. NPC vendors are removed, so players gather, restore, craft, trade, and operate shops. Renewable resources such as plants, wildlife, and ore remain active.
Loose clutter, items, and equipment can be scavenged, but they do not respawn. Much of the equipment is worn or damaged and needs a player blacksmith to restore it before further improvement.
Players can form Cohorts such as family names, trading houses, and mercenary companies. Buying property or running a shop in a Hold requires legal residency and local standing with that Hold.
No. A faction must produce evidence of hostile actions before escalation. Wars can last up to seven days, with points awarded for objectives such as villages, cities, capitals, and enemy leaders.
The Merchants Guild operates trade licenses across all territories. The Mage's Guild and College of Winterhold are neutral academic ground, while outlaws and the Thieves Guild operate outside formal political structures.