Major Themes of Cyrodiil
Posted: Wed Sep 30, 2015 9:59 am
Some main themes that should shine through in our depiction of Cyrodiil, whether in gameplay, quests, or worldbuilding. Feel free to contribute to this list.
- Duality: a theme that comes back again and again is the various ways in which the Imperials are internally divided. Some examples:
- Colovians vs. Nibenese
- Imperial government vs. local nobility
- Emperor vs. Elder Council
- Uniformity vs. diversity
- ... - Imperialism: naturally. Cyrodiil is the heart of the Empire, and its citizens know this. They hold a patronizing attitude towards "provincials", and consider the supremacy of their laws and culture self-explanatory. This weighs heavily on their relations with outsider factions within Cyrodiil, such as the Kali Mes in Sutch, Dunmer diaspora in the east, or the presence of Khajiit and Argonian insurgents in the occupied areas to the south.
- Civilization: the Imperial urban centers are some of the most sophisticated and peaceful places in Tamriel. This should reflect in the attitudes of their citizens: weapons and armor are rare, people go to guilds and lawyers with their problems instead of to random adventurers. The player, with their military equipment and combat expertise, should feel out of place.
- The Wilderness: while the cities and farms of Cyrodiil are safe, they are surrounded on all sides with impenetrable jungles in the east, and empty wastelands in the west. The Legion is supposed to police these outskirts, but fails to do so consistently due to political instability. The jungle, full of monsters and outcasts, is an object of superstitious fear for most Imperials.
- Speechcraft & Mercantile: the trademark skills of the Imperials should receive some extra attention in their home province. We should brainstorm about different ways in which they can be utilized.
- Glass Ceilings: while the player is welcome to join the Imperial factions, they should feel a resistance when trying to reach the upper ranks of most factions: these are considered exclusive to (connected, upper-class) Imperials. The Empire happily allows outsiders to join in its culture, but only in so far as it can control them. This sense of being an outsider should be more subtle than Morrowind's aggressive tone, but also more pervasive.
- End of an Era: as we all know, the Empire is coming to an end. The last fifty years have been a succession of disasters, averted only by luck and by the current Emperor's cunning. Many expect the Empire to collapse once Uriel VII dies. Colovian lords are gearing up to secede or to conquer, while the Heartlands culture is descending in decadent excess and religious mania. Many Imperials tend to deny this, as they are indoctrinated with Imperial propaganda which portrays the Empire as everlasting.