Topic: Cyrodiil-Lore
Posted: 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.