At its heart, Adylheim is a fantasy 'play by post' or 'play by forum' role playing game. Creative people who enjoy the nitty-gritty as well as the fantastic are welcome to help us further expand our world, either by roleplay or further developing its many environments and locations.

Adylheim was built around a set of basic concepts which formed the basis for all the articles and rules which surround this project.

1. Adylheim is strictly non-profit.
We are not looking to make money with Adylheim, and while we do have a donation system that allows people to contribute towards the upkeep of the site, none of the money Adylheim brings in goes into our own pockets.

2. Adylheim is about fun.
Our motto is, "Roleplay first." To that end we have done our best to remove as many of the tedious parts of running a world simulation as possible. There are no threads necessary for leveling up; all it takes is the requisite amount of experience, awarded by our generous moderators. You do not need to spend time shopping for every little item; all items which carry little significance can be assumed to have been bought or given in some form of another. A lot of what goes on in Adylheim is done "off stage", in the time between threads and we like to take advantage of this to put all those tedious details of your character's life that you would rather not roleplay right there.

3. Adylheim works on an open ended system.
It should always be easy to plug new characters into Adylheim and explore the fabric of its facets, rise to power or descend to the depths of infamy. Whether your addition is epic or minute, it should ultimately serve to ensure that the PCs can utilize your contribution with ease.

4. Player impact is paramount.
Every PC can and should be able to make an impact on the world of Adylheim. If a PC wants to destroy a fiefdom or conquer it, this is certainly within the realm of possibility. The environments should be considered durable and elastic, the NPCs expendable and the plots customized to your personal cup-of-tea.

5. We play with the big toys.
With Adylheim, we hope to move away from focusing on the minutiae of adventure, plots and setting. Instead, we want to focus on the big plots, the dramatic moments, the large characters... the truly grand adventures. Adylheim is about epic, sweeping plotlines and the rise and fall of nations.

6. Dichotomy is not desirable.
There is no good vs. evil struggle in Adylheim and no races which are specifically evil or races which are specifically good. Instead, there is a variety of causes and banners to rally behind, with room for more. A two-sided conflict creates little possibility for character development and nuance. In Adylheim we delight in the shades of grey.

For all of us here, Adylheim represents a labour of love. I hope you will enjoy it as much as we have.

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