If you want to join the project then please visit the application section on our forums!
The city of Luftahraan was founded in 1E2165 by a Nordic warrior named Luharaan who, tiring of the political intrigues of Skyrim, forged his own city state to the west of the country. Establishing his rule under the title of Sovereign on 16th Sun’s Dawn 1E2167, Luharaan proved an efficient ruler, quickly establishing trade routes with neighbouring countries and fortifying his newly crafted state.
Luharaan ruled the city as Sovereign for just under 10 years, before disappearing in unknown circumstances. Rule passed to a family of prominent noblemen in the city, and thus began the long, unbroken line of Sovereigns that have ruled Luftahraan to this day. The 54th Sovereign, Karsten Otherin, rules in Luftahraan as the dragons take to the skies across Skyrim, but it is a very different city now. The power of the Sovereign has been squandered by poor decisions in the past and a host of factions vie with each other, each planning to pick clean the carcass of Luftahraan when Karsten’s power fails.
The foremost of these factions is the Kaldr. Created by Sovereigns past as a means to secretly gather information on goings on in the city, the Kaldr were later militarised and used to put down insurrections. Finely crafted into a weapon of espionage and assassination by a series of tyrannical rulers, their power increased until one Sovereign adopted the head of the Kaldr and named him his heir. Despite only ruling for four years before handing power back to the previous Sovereign’s younger brother, from this point onward the power of the Kaldr overshadowed that of the Sovereign. Despite desperate and concerted attempts to tip the balance back in the favour of the ruling family, the Kaldr remain a powerful force in Luftahraan, and not one entirely beholden to their so-called Lords.
Against this backdrop of internal strife, the people of Luftahraan are beginning to raise their voices – crying out in anger over the repression and taxation enforced by Sovereign Karsten in an attempt to secure his rule against the machinations of the Kaldr. This rebellion is small and poorly organised but, with the right allies and the right funding, the voice of the people could indeed overshadow that of their leaders.
And, towering above all of this discord, sits an ancient relic of times past; an edifice of the Dwemer. Superficially, the tower is controlled and guarded by Karsten, but in reality these guards are watching over a door that they themselves cannot open. The tower is locked, but the possibilities of what could remain inside have further fuelled the fires of conflict already sparking across the city. Whatever it may be that the tower contains, surely whoever controls the tower would control the city? Rumours abound, and, as those rumours begin to spread across the border and into Skyrim, yet more eyes turn toward Luftahraan.
The project started February 23rd 2012 on a forum called Facepunch. The early foundations of the city were developed by Oskutin, who took initial charge of the project. All Facepunch users could contribute to the project at will and it became quite fairly popular within the Facepunch community.
Over time, development of the project became more complicated and haphazard as more people contributed.
Oskutin handed over the reins to Wheeze in June 2012 and realising that this chaotic "free contribution" method of development was not going to result in a professional and cohesive product. To this end, he organised and formalised the development process, created a website and created a team that is now known as Archon Entertainment. This team is the team developing the project today.
Normally when we write these updates, we’re showing you some screenshots and background information of some part of Luftahraan, but this update is a little different – this time, we need your help. As I’m sure most of you are aware, creating a mod as large and detailed as Luftahraan takes a lot of time and a lot of work. A lot of work has already gone into Luftahraan, but there is a lot of work that still needs doing and, at present, we don’t have enough people to do that work.
During the development lifetime of a project such as this, a lot of people come and go, contributing a little but not staying very long. Then there are the people that commit to the mod, and contribute in significant ways – these are the people that help us make real progress with development. However, not everyone can stick around forever and these people are often forced to leave, or lose the ability to commit as much time as they would like to the project, for whatever reasons.
Luftahraan has gone through periods in the past where not enough developers have been active for it to progress much, but this particular time the amount of developers able to contribute is especially low, and we have not had very many applications in recent times.
That brings us to the point of this ‘update’ – we need more dedicated team members that are willing and have the time to put a substantial amount of work into Luftahraan so that we can get it released to the highest possible standard. We are willing to consider applicants in any area – the more applicants we get the better – but there are some areas where additional help is needed more than others. The main disciplines we need assistance with are:
Or ‘people that use the Creation Kit’. This is perhaps the area we need the most people in – most of the work remaining in Luftahraan is either dungeon creation or quest creation. We would like it if level design applicants are able to create quests, as not much progress has been made in that area, but we are perfectly willing to consider applicants that can’t make quests but can make imaginative and enjoyable dungeons.
It is preferable that prospective level designers are already experienced with the Creation Kit but at this point, what is more important is that you are imaginative, innovative, willing to learn, have a good attention to detail and high standards of quality. The basic skills needed to use Creation Kit as a level designer are not difficult to pick up, and we are willing to teach them to you. A complete novice can create incredibly detailed and exciting areas, providing they are willing to put time and effort into their creation.
Quest making is similar, in some ways, but very different in others. Like level design, it is easy enough to learn the basics of quest making, but, above all else, the most important skill to have when making quests is patience. Making quests in Skyrim is an incredibly frustrating and thankless task – it can take an unbelievable amount of time to create something seemingly simple as Creation Kit throws countless bugs at you, many of which just don’t make sense and seem to have no cause.
It does get easier, though, and people that are willing to wade through all the nonsense you’ll experience as you familiarise yourself with the process are incredibly valuable to us, even more so if they already have experience making quests.
Scripting is necessary when making quests, but only to a very basic level – a level that can be picked up fairly quickly from the tutorials Bethesda provides. More advanced scripting will be needed for many quests, but there are people on the team that will be able to write these scripts for you if you don’t feel comfortable attempting it yourself – scripters are not something that we need. On the other hand, if you are already familiar with programming in object- oriented languages such as Java and C#, the scripting language in Skyrim, Papyrus, will feel very familiar to you, and quest making will be that much easier.
- Modeller and Texturers:
Whilst it is possible for us to complete Luftahraan without a dedicated modeller and texturer, the presence of one would help us fill the finished product with unique character outfits, items and locations – it would help us make Luftahraan feel unique, and distinct from Skyrim. Unlike with level designers, modelling and texturing are not skills that we can teach you, and so applicants in this area will need to know what they are doing, and be able to create fully realised models that can be imported into the game; models that will fit seamlessly into the world of Skyrim.
- Everyone Else:
Whilst we don’t have us much need for people in other fields, we will consider an application in any area (as long as it’s even remotely useful!) – we will just be a bit more selective. One notable exception is voice actors; we do need plenty of these, we just don’t need them yet. If you are a voice actor, feel free to apply, but don’t expect us to have any work for you for a while.
If you would like to make an application, or are thinking about it but want to talk to us first, or just fancy talking about Luftahraan, head over to Luftahraan.com and make a post; we’ll be sure to get back to you.
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