Topic: Cyrodiil-Lore

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worsas
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Topic: Cyrodiil-Lore

Post by worsas » Fri Jan 09, 2015 6:29 pm

Regular Responses:
Though most people think of the Imperials as a unified people, there are in fact two main cultures in Cyrodiil – the Colovians and the Nibenese. Colovians are sober, hardworking folk who live in the western highlands of Cyrodiil, and make up the bulk of the Imperial Legion. The Nibenese are an eclectic, cosmopolitan people, inhabiting the jungled valleys of the east: they are mostly farmers, merchants, mages, and dignitaries in the Imperial administration.
Race: Imperial
AddTopic: Colovians
AddTopic: Nibenese
AddTopic: Imperial Administration


Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.

In case you didn't know, weapons and armor are less effective when they get worn out. Repair them yourself, if you have the skill, or take them to a smith for repair.
Do we really need two mentions of this? As noted above, the tone seems a little demeaning.

Cyrodiil is a truly cosmopolitan province. About half of the population are native Imperials, both Colovians and Nibenese. The rest is an uneven split between Redguard, Nord, Dunmer, Argonian, Bosmer, Altmer, Breton, Khajiit and Orc. Obviously, each race is a lot more common is a lot more common near the borders of their home province.
AddTopic: Colovians
AddTopic: Nibenese
I removed the percentage (written numbers look odd in dialogue). Also changed mention that Colovians and Nibenese are evenly divided: this seems unlikely given that Nibenay is a lot more urbanized. Likewise, there are probably less Orcs or Dunmer in Cyrodiil than, say, Redguards or Nords.


Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor – is least tiring of all.

The Imperial cult worships the Nine Divines, Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, and Tiber Septim, founder and patron of the Empire.

The Imperial legions are the greatest fighting force Tamriel has ever known. Although the legions are based in Cyrodiil, they do not usually involve themselves in enforcing Imperial law here as they do in the provinces. That role is carried out by the Imperial watch.
AddTopic: Imperial watch
Slight edits for flow and sentence construction


Cyrodiil is often called the Imperial Province - because it is the home of the Imperials, of course, but also because it has been at the heart of almost every large empire Tamriel has ever known.
Idem, original was somewhat inconsistent

Alessia was the first Empress of Cyrodiil. She freed the Nedic tribes from slavery and overthrew the tyrannical Ayleid kings.
AddTopic: Alessia
AddTopic: Nedic tribes
AddTopic: Ayleid
Edited for flow and rather rough lore: most Ayleid continued to live in Cyrodiil under the First Empire


NEW: Reman was the founding father of the Second Empire. He defeated the Akaviri invaders at Pale Pass, and reunited Colovia and Nibenay through his grand conquests.
AddTopic: Reman
Addtopic: Second Empire
AddTopic: Colovia
AddTopic: Nibenay
Seems reasonable to add this along with Alessia


NEW: Tiber Septim was the first ruler of the Third Empire, also known as the Septim Empire. He united the entirety of Tamriel under his rule, and ascended as the Divine Talos upon his deathbed. His descendants continue to rule the Empire to this day.
Addtopic: Third Empire

You know those white stone ruins you find out in the wilderness? Those are Ayleid ruins. The Ayleid Elves ruled over Cyrodiil thousands of years ago, until they were overthrown by Empress Alessia, founder of the First Empire.
AddTopic: Ayleid
AddTopic: Ayleid ruins
AddTopic: Alessia
AddTopic: First Empire


Some people dispute that Sutch is a part of Cyrodiil. That doesn't make any sense, of course – the Imperial claim on the area is far older than the Redguard one. Either way, isn't it all part of the Empire?
Race: Imperial (not something a Redguard is going to say)
AddTopic: Sutch
I really disliked the original - it seemed far too simplistic and obtuse for a generic response. This seems more in character for an Imperial, I think


The Imperial Cult is the first state religion of Cyrodiil and the Empire. Its priests worship the Nine Divines in temples and shrines throughout the province. Each of the Divines has a temple dedicated to themselves in the great cities of Cyrodiil, and elect cult members primarily devote themselves to the worship of a single, chosen Divine.
Edited for flow

Whilst it is perfectly acceptable to pay your respects to any Divine in any Imperial Cult temple, many prefer to make the pilgrimage to a temple dedicated to a specific Divine if they seek a specific boon or wish to atone for their actions.
Edited for flow, removed mention of sin (not really the focus of this religion)

A traveler visiting the various provinces of Tamriel may see many settlements built in the typical Colovian rural style. This is primarily the influence of Colovian settlers, colonizing and civilizing every corner of the Empire through their service in the Imperial Legion.
AddTopic: Colovian rural style
AddTopic: Colovia
Rewrote this to include the new topic. Morrowind had several similar topics describing local architecture


In some provinces, the natives can be quite xenophobic to foreigners. Luckily, this is very rare in Cyrodiil: all outsiders are welcome to join the Imperial weave, regardless of race or creed.
AddTopic: Imperial weave
Seemed a bit short in the original. The Imperial weave is a rather poetic way of talking about cosmopolitan Imperial civilization. A bit of cultural propaganda


Foul murder is punished by compensation, hard labor, or sometimes imprisonment and eventual execution in the infamous Imperial Prison.
AddTopic: Imperial Prison
Removed mention of a writ of assassination: that's Morag Tong thing. Added the Imperial Prison bit instead


Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or hard labor.

Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor. Foul murder is punished by fines of at least 1000 drakes, or by hard labor.

By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death, fines, or hard labor. These laws have been in place since the time of Marukh, and have since been affirmed countless times by the Emperors of Cyrodiil.
AddTopic: Marukh
Seemed like a nice place to mention old Marukh


Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Smuggling is a big problem in some parts of Cyrodiil, especially in the marshes and waterways of Blackwood. Criminals smuggle in illegal goods such as skooma and other narcotics. They also smuggle items like Dwarven artifacts and alcohol that are subject to import taxes and other restrictions.

People say that in other provinces thieves and criminals band together into organized guilds. The Imperial Watch says that no such guild exists in Cyrodiil except in the minds of law-breakers who want an excuse for their misdemeanors. Most people don't believe them.

The Mages Guild is a guild for students of the arcane arts. Go there to find wizards for hire, or training, goods, and services. Guild Stewards know where to find work.

As it wears out, armor becomes less effective. Broken armor is useless until you repair it, but worn armor stops only part of the damage that good armor does. Learn armor repair, and fix your armor, piece by piece, before every big battle. Or pay a smith to fix your armor.

Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it.

Short blades include the dagger, tanto, shortsword, and wakizashi.

Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana.

Blunt weapons include the club, staff, mace, morningstar, and warhammer.

Axes include the war axe and battle axe.

Spears include spears and halberds.

Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife.

Bows shoot arrows; crossbows shoot bolts.


The heavy armor styles provide the highest level of protection, but require great strength and endurance.

The light armor styles, often called 'militia' styles here in Cyrodiil, favor speed and agility.
Mention of militia styles comes from a Morrowind dialogue topic

The medium armor styles, sometimes called the 'Imperial guard' styles, are compromises between the heavy and light styles, balancing protection against mobility.
Same as above

The Fighters Guild controls the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.

Shields and tower shields give good protection, but you can only use one-handed weapons with them.

When choosing body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.

When choosing body armor, balance protection against weight. You can't fight if you're exhausted by the weight of your armor.

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worsas
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Re: Generic Topic: Cyrodiil-Lore

Post by worsas » Fri Jan 09, 2015 6:29 pm

Savant Responses:
Let me tell you the basics about armor wear. As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape.

These are the basics of Imperial law concerning life and property. Verbal assault and pickpocketing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor. I you plan on getting involved with the law, I would suggest seeking out the Guild of Barristers and Scribes.
AddTopic: Guild of Barristers and Scribes
Edited out that repetitive “Let me tell you” start. Going to do that for most of these, in fact.


Verbal assault and pickpocketing are minor crimes, punishable by fines or hard labor. Theft and foul murder are serious crimes. Theft is punishable by fines or hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor. The basic principle of Imperial law enforcement is 'All are guilty until they have proven themselves innocent', a central tenet of the First Era prophet Marukh.
Another mention of Marukh.

In Cyrodiil, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

These are the ten races most commonly encountered in Cyrodiil: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc. Around one in two individuals are native Imperials, either Colovian or Nibenese, depending on your location. The other nine races are present in unequal measure; some, like the isolationist Dunmer or the recently accepted Orcs, finding it harder to be accepted in Imperial society. Obviously, some races are more common near the borders of their home province.
AddTopic: Colovian
AddTopic: Nibenese
Expanded, added mention of Colovians and Nibenese, and put in some fluff on racial differences.


The three armor styles common here are light, medium, and heavy. Light armor is weak but less tiring to wear, and is better for fast running. Heavy armor is strong but slow and tiring. Medium armor is a compromise between light and heavy. The fourth style is unarmored, evading attacks rather than absorbing them with armor.


There exist three major cultural groups within Cyrodiil. Colovians are hardy, uncomplicated folk who live in the west of Cyrodiil. They make up the bulk of the Imperial legions, and Colovian-style towns can be found all over Tamriel where the legions have settled. The magnanimous and tolerant Nibenese live primarily in the east. They form the backbone of Cyrodiil’s administrative and merchant classes, as well as most of the legions’ elite battlemages. The final group consists of immigrants from all over Tamriel, who have settled in Cyrodiil to be part of the vibrant Imperial culture. Some have assimilated so well it is hard to tell where they came from originally. Others maintain the traditions of their homelands. Imperial culture tolerates and welcomes all.
Various edits for flow

Let me tell you about settlements in Cyrodiil. Rural Imperials live in villages and small farmsteads. Some of the more remote settlements are vulnerable to bandit raids and wild animals, but most are protected by the patrols of the County Watch and strategic garrisons of the Imperial Watch. Most inhabitants of Cyrodiil live in large towns and cities, usually centers of trade along the province's many roads and waterways. Such settlements usually have a defensive wall, though these are largely redundant in today's peaceful, civilized era.
AddTopic: settlements in Cyrodiil
AddTopic: County Watch


There are several weapon types common to Cyrodiil. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts.
Slight edit for flow

Are you familiar with the Fighters Guild here in Cyrodiil? The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. In the Nibenay, the Fighters Guild is often called the Syffim, referring to the Akaviri origins of the organization. Consider joining and working your way up the ranks. It's a smart move for the ambitious sell-sword.
AddTopic: Syffim

You should know the Empire's attitudes about killing. According to Imperial law and custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death or imprisonment. Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Cyrodiil's economy is heavily dependent on trade. Imperials are good negotiators, and have carved out valuable monopolies on goods from all over Tamriel. Wealth flows to the Imperial City across the broad Niben river and the great Imperial highways, such as the Gold road that forms the backbone of Colovia. The province also produces many things: Colovia has its farms, herds of sheep and other cattle, mines and logging camps, while the Nibenay is famous for its vast rice paddies and fisheries, as well as the wondrous industries of the Imperial City.
AddTopic: Cyrodiil's economy
AddTopic: Niben
AddTopic: Imperial highways
AddTopic: Gold road
AddTopic: Imperial City
Rewritten for more information


Cyrodiil is a peaceful province, though the effects of the Imperial Simulacrum are still apparent, especially in the rise of banditry in the wilderness. The recent trans-Niben acquisition has led to unrest in Leyawiin, especially among the Argonian tribes and the Khajiiti rebels knowns as the Renrijra Krin. There are rumors that the dreaded Khanaten Flu has reappeared in that region. In the northwest, political tensions are rising over the provincial ownership of Sutch, instigated by another separatist faction called the Kali Mes. Meanwhile, the Empire's custodians flounder: the Imperial administration is a hotbed for corruption, while the Imperial nobility loses both support and relevance. The Emperor is strong, but his reign is undermined by rumors about his sons: some say they were replaced by doppelgangers during the Simulacrum. There has been unrest in the Imperial City, but so far all protests have been suppressed.
AddTopic: Imperial Simulacrum
AddTopic: trans-Niben acquisition
AddTopic: Leyawiin
AddTopic: Argonian tribes
AddTopic: Renrijra Krin
AddTopic: Khanaten Flu
AddTopic: Sutch
AddTopic: Kali Mes
AddTopic: Imperial administration
AddTopic: Imperial nobility
AddTopic: unrest in the Imperial City
Rewritten to allow for much more information about several high-stakes problems across the province. This may need to be split up with a 'continue' command, to make it more readable and avoid the character limit on dialogue.


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Infragris
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Re: Topic: Cyrodiil-Lore

Post by Infragris » Wed Mar 11, 2015 8:24 pm

Updated version:
Cyrodiil Lore

Though most people think of the Imperials as a unified people, there are in fact two main cultures in Cyrodiil – the Colovians and the Nibenese. Colovians are sober, hardworking folk who live in the western highlands of Cyrodiil, and make up the bulk of the Imperial Legion. The Nibenese are an eclectic, cosmopolitan people inhabiting the jungled valleys of the east: they are the merchants, mages, and dignitaries of the Empire.

Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.

Cyrodiil is a truly cosmopolitan province. About half of the population are native Imperials, both Colovians and Nibenese. The rest are Redguards, Nords, Dunmer, Argonians, Bosmer, Altmer, Bretons, Khajiit and Orcs in roughly equal numbers. Obviously, each race is a lot more common near the borders of their home province.

Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor – is least tiring of all.

The Imperial cult of the Nine Divines is composed of nine sacred orders, worshipping Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, and Tiber Septim, founder and patron of the Empire.

The Imperial Legions are the greatest fighting force Tamriel has ever known. Although the legions are based in Cyrodiil, they do not usually involve themselves in enforcing Imperial law here as they do in the provinces. That role is carried out by the Imperial Watch.

Cyrodiil is often called the Imperial Province - because it is the home of the Imperials, of course, but also because it has been at the heart of almost every large empire Tamriel has ever known.

Alessia was the first Empress of Cyrodiil. She freed the Nedic tribes from slavery and overthrew the tyrannical Ayleid kings.

You know those white stone ruins you find out in the wilderness? Those are Ayleid ruins. The Ayleid ruled over Cyrodiil thousands of years ago, until they were overthrown by Empress Alessia, founder of the First Empire.

Some people dispute that Sutch is a part of Cyrodiil. That doesn't make any sense, of course – the Imperial claim on the area is far older than the Redguard one. Either way, isn't it all part of the Empire?
Race: Imperial

The Imperial Cult is the state religion of Cyrodiil and the Empire. Its priests worship the Nine Divines in temples and shrines throughout the province. Each of the Divines has a temple dedicated to themselves in the old cities of Cyrodiil, where cult members devote themselves to the worship of a single, chosen Divine.

Whilst it is perfectly acceptable to pay your respects to a Divine in any Imperial Cult temple, many prefer to make the pilgrimage to a temple dedicated to a single Divine if they seek a special boon or wish to atone for their actions.

A traveler visiting the various provinces of Tamriel may see many settlements built in the typical Colovian rural style. This is due the influence of Colovian settlers, colonizing and civilizing every corner of the Empire through their service in the Imperial Legion.

In some provinces, the natives can be quite xenophobic to foreigners. Luckily, this is very rare in Cyrodiil: all outsiders are welcome to join Imperial culture and civilization, regardless of race or creed.

Foul murder is punished by compensation, hard labor, or sometimes imprisonment and execution in the infamous Imperial Prison on Bastion Isle.

Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or hard labor.

Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor. Foul murder is punished by fines of at least 1000 Septims, or by hard labor.

By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death, fines, or hard labor. These laws have been in place since the time of Marukh, and have since been affirmed countless times by the Emperors of Cyrodiil.

Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor.

Smuggling is a big problem in some parts of Cyrodiil, especially in the marshes and waterways of Blackwood. Criminals smuggle in illegal goods such as skooma and other narcotics. They also smuggle items like Dwarven artifacts and alcohol that are subject to import taxes and other restrictions.

People say that in other provinces thieves and criminals band together into organized guilds. The Imperial Watch says that no such Thieves Guild exists in Cyrodiil except in the minds of law-breakers who want an excuse for their misdemeanors. Most people don't believe them.

The Mages Guild is a guild for students of the arcane arts. Go there to find wizards for hire, or training, goods, and services. Guild Stewards know where to find work.

As it wears out, armor becomes less effective. Broken armor is useless until you repair it, but worn armor stops only part of the damage that good armor does. Learn armor repair, and fix your armor, piece by piece, before every big battle. Or pay a smith to fix your armor.

Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it.

Short blades include the dagger, tanto, shortsword, and wakizashi.

Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana.

Blunt weapons include the club, staff, mace, morningstar, and warhammer.

Axes include the war axe and battle axe.

Spears include spears and halberds.

Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife.

Bows shoot arrows; crossbows shoot bolts.

The heavy armor styles provide the highest level of protection, but require great strength and endurance.

The light armor styles, often called 'militia' styles here in Cyrodiil, favor speed and agility.

The medium armor styles, sometimes called the 'Imperial guard styles', are compromises between the heavy and light styles, balancing protection against mobility.

The Fighters Guild controls the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. In the east, they call themselves the Syffim, and claim to follow the ancient codes of the Tsaeci warriors.

Shields and tower shields give good protection, but you can only use one-handed weapons with them.

When choosing body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.

When choosing body armor, balance protection against weight. You can't fight if you're exhausted by the weight of your armor.


Savant Responses:

Let me tell you the basics about armor wear. As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape.

These are the basics of Imperial law concerning life and property. Verbal assault and pickpocketing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor. I you plan on getting involved with the law, I would suggest seeking out the Guild of Barristers.

Verbal assault and pickpocketing are minor crimes, punishable by fines or hard labor. Theft and foul murder are serious crimes. Theft is punishable by fines or hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor. The basic principle of Imperial Law is 'All are guilty until they have proven themselves innocent', a tenet of the First Era prophet Marukh.

In Cyrodiil, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

These are the ten races most commonly encountered in Cyrodiil: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc. Around one in two individuals are native Imperials, either Colovian or Nibenese, depending on your location. The other nine races are present in unequal measure; some, like the isolationist Dunmer or the recently accepted Orcs, finding it harder to be accepted in Imperial society. Obviously, races are more common near the borders of their home province.

The three armor styles common here are light, medium, and heavy. Light armor is weak but less tiring to wear, and is better for fast running. Heavy armor is strong but slow and tiring. Medium armor is a compromise between light and heavy. The fourth style is unarmored, evading attacks rather than absorbing them with armor.

There exist three major cultural groups within Cyrodiil. Colovians are hardy, uncomplicated folk who live in the west of Cyrodiil. They make up the bulk of the Imperial legions, and Colovian-style towns can be found all over Tamriel where the legions have settled. The magnanimous and tolerant Nibenese live primarily in the east. They form the backbone of Cyrodiil’s administrative and merchant classes, as well as most of the legions’ elite battlemages. The final group consists of immigrants from all over Tamriel, who have settled in Cyrodiil to be part of the vibrant Imperial culture. Some have assimilated so well it is hard to tell where they came from originally. Others maintain the traditions of their homelands. Imperial culture tolerates and welcomes all.

Rural Imperials live in villages and small farmsteads. Some of the more remote settlements are vulnerable to bandit raids and wild animals, but most are protected by local charters of the Imperial Watch or patrols by the Imperial Legions. Most inhabitants of Cyrodiil live in large towns and cities, usually centers of trade along the province's many roads and waterways. Such settlements usually have a defensive wall, though these are largely redundant in today's peaceful, civilized era.

There are several weapon types common to Cyrodiil. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts.

Are you familiar with the Fighters Guild? It is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. In the Nibenay, the Fighters Guild is often called the Syffim, referring to the Akaviri origins of the organization. Consider joining and working your way up the ranks. It's a smart move for the ambitious sell-sword.

You should know the Empire's attitudes about killing. According to Imperial law and custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death or imprisonment. Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.

Cyrodiil's economy is heavily dependent on trade. Imperials are good negotiators, and have carved out valuable monopolies on goods from all over Tamriel. Wealth flows to the Imperial City across the broad Niben river and the great Imperial highways. The province also produces many things: Colovia has its farms, cattle, mines and logging camps, while the Nibenay is famous for its vast rice paddies and fisheries, as well as the wondrous industries of the Imperial City.

Cyrodiil is a peaceful province, though the effects of the Imperial Simulacrum are still felt, especially in the rise of banditry in the wilderness. The recent trans-Niben acquisition has led to unrest in Leyawiin, especially among the Argonian tribes and the Khajiiti rebels known as the Renrijra Krin. There are rumors that the dreaded Khanaten Flu has reappeared in that region. In the northwest, political tensions are rising over the provincial ownership of Sutch, instigated by a separatist faction called the Kali Mes. Meanwhile, the Empire's custodians flounder: the Administrative Court is a hotbed for corruption, while the Imperial Legions are asleep in their garrisons. The nobility loses both support and relevance. The Emperor is strong, but many fear for the succession: rumors say the Emperor's sons are doppelgangers, placed by Jagar Tharn during the Simulacrum. Unrest in the Imperial City has been brutally suppressed.

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