Skyrim

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TwinCrows

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TwinCrows

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About this mod

Starts the player in an alternate realm, rather than the default execution scene opening. Here, they can select items, a birth sign, as well as choose from several locations from which to start the game. Gorgeous visuals, and limitless possibilities for adventure and exploration.

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  • Russian
  • Polish
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REALM OF LORKHAN


'Realm of Lorkhan' revitalizes the entry to the game, by providing you with a gorgeous otherworldly "character creation area".
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STAY IN TOUCH

I post screenshots and mod teasers for the Skyrim community on my Twitter, and I sometimes stream the more exciting parts of modding on Twitch, including my level design work on various Ayleid dungeons, as well as Castle Bravil. I do want to do more of this work, and your support is greatly appreciated at my Patreon as well as just generally anywhere you do good deeds on our shared Earth.

I also have started Youtube uploads of my level design streams! These are great ways to gain insight on how mods are made, and even on how you can get started with creating your own mods.
I've been told they're very relaxing to have on in the background.






REALM OF LORKHAN
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You are transported to the "Realm of Lorkhan" as soon as you press NEW GAME. Within, you'll purchase your equipment, a standing stone, pray to a god, and finally choose a location to begin the game from.

The mod's goal is to enable you full choice over your starting experience.

Want to start as a common farmer? An apprentice at the mages' college? Perhaps a common smith? A
mercenary? Herbalist? Hunter? Something in between? It's all up to you.


You may select classes, such as Bard, Knight, Mage, Barbarian, Acrobat. There are also "boons and curses", which can help you balance your game. These are all freely optional.

Buy equipment for your adventures from the merchants in Lorkhan, who sell clothing, armors, weapons, spells, potions, scrolls, and other starter goods. You begin with only 500 gold. Maybe you'll squander it, to start out penniless. Or maybe you'll scrounge up as much as you can to start rich. There is a wide selection of starter goods, plus materials available to craft your own starting armor.

When you are ready to begin the game, touch one of several gems, each taking you to a vastly different area of the game world. You may also return to the Realm of Lorkhan by returning to the gem where you began (although you cannot fast-travel back there).

Where should you begin? The mages' College of Winterhold? A farmer's home? The border to Cyrodiil?
The dungeons of Blackreach? The fall forests of Riften? An orc stronghold? A daedric shrine?

Perhaps you'll go for a survivalist run, starting poorly equipped as a shipwreck survivor off Dawnstar. Or as a brave adventurer, coming upon a dungeon. Even a humble smith playthrough is possible. It's all up to you, and your choices.

Play Skyrim exactly how you want, from the very beginning. Create your own character, with limitless possibilities.



MAIN QUEST / CIVIL WAR
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You'll begin with nothing in your quest log, but can start the main quest by visiting Whiterun and speaking to the Jarl.

I've edited dialogue to remove references to Helgen on Jarl Balgruuf, Irileth, Ulfric, and General Tullius.

You'll still be on track to become the Dragonborn, whichhappens at the death of Mirmulnir at the Western Watchtower.


STARTING LOCATIONS
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To exit the Realm of Lorkhan and begin the game proper, you can select from the gems floating around the perimeter of the area. The gems are two-way, so if you choose wrong it's simple to come back. If you don't like seeing the gems, you can disable the mod on existing save-games, or disable them using the console.

You can also use the command 'coc whiterunbanneredmare' or another cell to exit the Realm and spawn anywhere you like! Here's a guide on using your coc

Gem Locations:
  • Nightgate Inn
  • Shor's Stone
  • Solitude (Behind Bard's College)
  • Blackreach
  • College of Winterhold (On the Bridge)
  • Riften Forest
  • Falkreath Forest (Burned Caravan)
  • Cyrodiil Border (Near Pale Pass)
  • Morthal
  • Wreck of the Brinehammer (Near Dawnstar)
  • Riverwood
  • Ragnvald
  • Hall of the Vigilant
  • High Hrothgar
  • Mor Khazgur (Orc Stronghold)
  • Whiterun
  • Fort Dawnguard (Canyon)
  • Sacellum of Boethia
  • Fort Hraggstad Prison
  • Windhelm Docks


STANDING STONES
All the standing stones can be found within the Realm, same as throughout Skyrim. They will pick up any mods to Standing Stone buffs. They can be found mostly on the ring surrounding the Realm, though some are on the central island. Keep an eye out, and wander around, and you will soon find the one you want most.

VAMPIRISM
Around the side of the main structure, there is a bloody grate which leads to 'Gloomshade', a dark alternate dimension of Lorkhan. Explore within, and you will come upon a vampire from whom you can contract Sanguinaire Vampiris. From there, you may want to sleep or wait a few days to allow it to progress before beginning your game as a vampire!

BOONS AND CURSES
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Boons and curses are customized permanent modifications you can make to your character. You can add them at any time, even after character creation, by returning to the Realm of Lorkhan.They can all be found beside an ethereal pool in the Realm, behind the player's starting location.

You can have as many as you feel is right, and you can overlap the classes. Some of them you can even stack, if you want to make a very overpowered character. I'd recommend saving your game before picking any, in case you want to change your mind. They affect 'player.set av' values, and perk entry points, and can be reversed using console commands affecting those.

The curses also allow you to balance your game to make it more challenging. Check out the full list:

Boons (Positive Blessings):

- Boon of the Cat (1/2 fall damage)
- Boon of the Locksmith (Lock 'sweet spot' is 30% larger)
- Boon of the Poisoner (+10 strikes per poison applied)
- Boon of the Pugilist (+20 unarmed damage)
- Boon of the Soul Reaver (Enemies killed will restore 10% of their soul value on enchanted weapons)
- Voice of the Sky (animals do not attack or flee from you [unless attacked])
- Bardic Knowledge (summon a spectral drum to give extra stamina regeneration)

Curses (Negative Blessings):
- Curse of Antimagicka (-100% magicka regeneration)
- Curse of Generosity (you sell items for half of their regular amount)
- Curse of the Slow Learner (-33% skill experience gain)
- Curse of Soul Famine (Soul gems recharge 40% less energy)
- Curse of the Unlucky (enemies get 10% chance to critically hit you)


CLASSES
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These are customized permanent buffs that you may choose to add to your character. They use the same dynamic as Boons and Curses, and can be found at the same place. You can choose any number of classes, combining them as you wish (eg. Mage + Knight = Battlemage). These are entirely optional, but I find that they help when going for a particular style of play.

Personally I pick two classes, and then balance my game down by using other mods that increase difficulty in other ways. I always try and leave with at least 1 curse.

Here are the classes:
- Class: Acrobat (+5% movement speed, +20% melee damage reflected to enemies, +20% stamina regeneration)
- Class: Agent (Buy and sell prices are 10% better. Bribes are 20% cheaper.)
- Class: Arcane Smith (Tempering improves weapons and armor by 30% more. Enchantments you make are 20% stronger.)
- Class: Archer (+10% attack speed, +20% time slowdown during aiming)
- Class: Barbarian (+30 natural armor, regenerate health in combat, +20% health regeneration)
- Class: Bard (+10% critical chance, +10 speech power [not fortify])
- Class: Commoner (Start with 50 less health, magicka, and stamina)
- Class: Healer (+20 restoration power [not fortify], +20 alchemy power [not fortify])
- Class: Knight (+20% health regeneration, +20% magic resist against hostile spells)
- Class: Mage (+100 magicka, +20% magicka regeneration)

There may be more to come! Please suggest classes, boons, and curses in the comments.


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