At the start of the game, you (or rather your map) know roughly where Skyrim’s cities are but you can’t fast-travel straight to them yet. You can wander that way and hope for the best, or you can pay for a carriage there – a la Morrowind’s Silt Striders. Once you’ve been somewhere, you can then fast-travel to it, if you want to.
The Necromancers themselves aren’t far off, nor are they pleased to see us. We dispatch the first one sharipish with a fire spell – each and every new Skyrim character starts off with basic fire and healing magic, but from there it’s up to you what you use (and on what you find or buy, of course). [...]. As one falls, another immediately turns and starts resurrecting him. His body lifts off the ground, his back arching, surround by blue energy.
As the fight moves on we face Falmer, “twisted, evil creatures that dwell in Skyrim’s deepest reaches” and which basically look like goblins wearing spider’s faces as helmets, we move more into melee.
Falmer has traditionally been the proper name for the "Snow Elves" mentioned in past TES titles, such as TESIII: Morrowind, Bloodmoon -- Snow Elves having been one of the more popular character creation mods due to the inspiration of in-game books such as "The Fall of the Snow Prince".
And a bonus article from Kotaku. Because you deserve a bonus, you.
"Central" characters in Skyrim will not die. If defeated in combat, these people will drop to their knees. Rare "Protected" characters can be killed by you, but not by non-player characters who do have the ability to murder their fellow Skyrim dwellers during the kind of unplanned, dynamic chaos Bethesda players enjoy igniting. Those Skyrimians who are neither Central nor Protected may die by your or others' hands
Thou Shalt Be Encumbered in Skyrim
The game doesn't have an ending, not a final ending ending, if you know what I mean [...] Skyrim will be forever open-ended too, Howard told me. That's the way Bethesda is doing it from now on.