Third Empire

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Old thread.

Note that, unless better terms are suggested (elsewhere please), I’ll be operating with the terms [State], [Faction] and [Group] from now on. States are essentially factions or faction groups which control an area to some extent; these can be major states, specifically the Temple, the Empire and the Great Houses which between them control most of Morrowind, or minor states like the Ashlanders who try to maintain some degree of autonomy from the major states and tend to be more localized. Factions are single organizations generally but not always represented by an in-game faction; Great Houses and the Temple are technically both states and factions. Groups are cultural rather than political groupings of people. The Empire is a state, the Imperial Legion is a faction, Colovians are a group.

 

Another big post, my apologies, but largely quotes and pictures.

 

Let's talk Empire visual direction for a moment. Naturally, the Empire is currently not really a focus, our focus being House Dres, but pretty much whenever the subject comes up I like to mention that we should really have figured out the Empire and the Temple (and by extension Velothi) first, not - as may end up being the case - almost last.

The reason I don't think it's practical to focus on the Empire and Velothi at the moment is because people seem to find those less interesting than the Great Houses. The Empire is presented as mundane by design; it is the familiar world which forms the starting point of the player's journey into the weirdness that is Morrowind. And most people who like Morrowind were attracted to that weirdness and left the mundane behind.

The issue with the Velothi is similar: the vanilla game does not give them a clear identity. Rather, the vanilla Velothi class is very specifically ex-Ashlanders and what we call Velothi are simply called non-House Dunmer, which is pretty illustrative of the problem. They are just the blank canvas, the backround from which the Houses differentiate themselves. They are defined by what they aren't. Vanilla Morrowind didn’t have the space to properly explore them, while we have so much space we practically need to explore them.

So while I don’t think we should focus on those very broad groups at the moment, I think now is a very good time to toss around loose ideas for them.

In the case of the Velothi, I think it's clear that we need to give them a distinct identity, which we have started to do. I think we should consider doing so for the Empire as well. The purpose the Empire served in the vanilla game has been served; pretty much anyone who plays Tamriel Rebuilt has already been drawn into the world of Morrowind. We now have the opportunity to explore the weirdness of the Empire, as long as we make its brand of weirdness very distinct from Morrowind's. We do not have to stick to the weird/mundane contrast, so long as a contrast remains.

 

Now taken to its logical conclusion, what I suggest would mean tossing all Imperial/common assets and making new ones that fit the new image. Naturally, that is not what I’m suggesting, but it is also not necessary: if you pay attention to Morrowind lore, (specifically leaving aside Daggerfall-and-earlier lore where the Imperials didn’t exist and Oblivion-and-later lore where Cyrodiil has been transformed), Bethesda did not make the Imperials and Cyrodiil a generic medieval fantasy cypher; they made the Empire as a body a generic western/European cypher and specifically High Rock a medieval fantasy cypher:

Pelagiad:

[...] It's a pleasant little village. If you didn't know better, you'd think you were in Daggerfall or some other High Rock town.

High Rock over 400 years ago:

Compared to Cyrodiil:

Provinces of Tamriel:

Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps.

Cyrodiil over 400 years ago:

Cyrodiil, current time:

Province: Cyrodiil also has some great threads.

For the Empire as a whole, some of the clothing seems inspired by the early modern period, the EEC and Imperial bureaucracy make use of later influences, specifically the East India Company and the British Empire, and the Legion armour itself naturally borrows very directly from ancient Rome. Hence generic western/European; the Empire is deliberately anachronistic. It is a concept and a cypher, not an accurate portrayal. (As applies to most things in TES games). The specifically medieval influences could be tied to High Rock specifically.

So, why High Rock? Well, probably firstly because Bethesda had already established that as the pseudo-medieval-Europe province, and as such it’s the closest to what I think can safely be said to be the most generic – and as such familiar – setting for fantasy games. However, they may have also been playing off of familiarity to Daggerfall players as well. The Imperials were basically invented in the Redguard era, and the very simplified influences seem to be the Roman Empire for Colovia and ‘Asia’ (perhaps more specifically China, not that that’s much narrower an influence) for Nibenay. Of course, that’s during Tiber’s time, and going from the brief glimpses of Imperial gear Morrowind concept art provides there seems to have been a subtle shift; mainly, the Imperials seem to love mail armour. Even so, I’d argue their armour remains clearly more ‘eastern’ in influence:

Expanding on that:

And while I’m at it it’s worth remembering that the Romans were a strange bunch as well:

And yes, I did deliberately choose several images with dragon banners. For good measure:

If we need an in-game reason for High Rock playing such a large visual role in Imperial presence in Morrowind, I think Helseth and the ties between Morrowind’s royalty and High Rock are one promising touchstone. It is also possible, however, that the Morrowind legion was largely raised from High Rock from the start, and that the Legion tends to shuffle provincial recruits between random provinces. The Orcish garrison in Gnisis could, as such, present another touchstone, and we might want to give Bretons and to a lesser extent Orcs, Redguards and probably Nords a greater presence in the Legion. Though naturally Colovians should still be well represented, especially among the higher ranks, and some more visible Colovian influence wouldn’t hurt.

In places where one would expect more Nibenese, such as the Imperial Navy garrison in Old Ebonheart and all of the city’s Imperial dignitaries, and the Hlaalu cities bordering on Cyrodiil, specifically Kragenmar and Narsis, one might reasonably expect heavy Nibenese visual influences.

Mind that I’m not interested in generating a bunch of new Imperial assets to add to the game; I just want to clarify what visual direction we should go with for any new assets we plan to include anyway, such as Imperial clothing, Imperial Navy uniforms, new Imperial heads and Old Ebonheart assets.

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I think there’s some shoe-horned in lore explanation for the change from jungle to European climate. We could use the same or the excuse of just plain time-has-passed to explain cultural differences, too.

Looking at the Empire in TR? Not much I’d add, really. I’m of the opinion you still need a bit of grounding of normalcy in TR, or things just completely take off into weirdness. But the additions don’t have to be cliche: when I think of Asian influence, I think of some sort of martial arts or codes surrounding honor and family, that the Dunmer may be able to appreciate that we could mention. When I think of Rome, I think of the gladitorial games, but also the art (statues), the roads, and the chariots.

Which brings up the thought: horses in TR? I’m not sure Imperials would completely acclimate to using guar in their military disputes, and there’s a lot of medieval lore surrounding the horse, whether you’re talking Asia or Europe. On the border or in Imperial outposts, the reasons for the horse not being in vanilla are somewhat lessened: Imperials won’t eat their own horses, and they’re far enough away to not worry about nasty ash storms from Red Mountain as much. Even just a mention of an Imperial trying to bring his horse farther inland and losing it to the aforementione dproblems might be enough of a nod. Then we wouldn’t have to do horse meshes. (Though we may also be able to get away with importing the files from Oblivion or Skyrim? I’m not sure how that works, I just know they did something similar in reverse for Morroblivion. Heck, if that works, we might be able to import other Imperial-themed meshes, too.)

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A few ponits:

-there is a shoe-horned lore explanation, but while it makes a noble effort I still think Cyrodiil being jungled is more interesting. Basically, to me boring-and-therefore-wrong very much applies. More to the point, it is a shoe-horned lore explanation for Oblivion, in which most of Cyrodiil is barely jungled, and I don’t see a reason to apply it to Morrowind, which in its (admittedly sparse on the subject, but clear) lore has Cyrodiil jungled. Also, Province: Cyrodiil will portray Cyrodiil closer to how it’s presented in Morrowind-era lore than Oblivion-era lore, in other words lots of jungles and weirdness, as the threads I linked should show.

-the grounding in normalcy could still be there; High Rock would still have a large presence, as I said, and that’s medieval fantasy. The Empire as a whole and generic ‘western’ influences/Imperialism would still be familiar. All of the normalcy that currently exists would not go away, it would just get a bit of additional spice here and there. Which vanilla Morrowind already did, albeit subtly.

-another part of the (by all means tongue-in-cheek) Bethesda explanation for why there are no horses in Morrowind is that Dunmer love to eat them. Rats just suggested a quest which is a nod to that.

-porting meshes over from other TES games is a definite no-no; Morroblivion ended up in an awkward situation for that very reason. More to the point, the art direction of the games is very different; again, most TES games are cyphers for the world that only exists as a concept. Divergences between games are very intentional and I don’t think we should mix them.

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The lore explanation for Cyrodiil's... classical fantasy look was the following, from an Imperial religious text:

"'You have suffered for me to win this throne, and I see how you hate jungle. Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you.'"

Province: Cyrodiil will portray the province with vast, dense jungles, in the east at least. While I think it is faintly ludicrous to start giving lore cop-outs for what is in itself a lore cop-out, I don't think it will be a big problem to justify the continuing existence of jungles. This text can just be relegated to the same category as Vivec's claim that he flooded the whole of Morrowind that one time: something that happened in the past, and may or may not be true, but is difficult to understand today. Either way, the area of the Heartlands will in fact be without jungle, because it is mostly vast ricefields and agriculture.

That state/faction/group split is a very useful concept. I'll be sure to steal it.

About normalcy: the way I see it, the baseline "common" culture of the Empire is mostly confined to the Colovian and "international" sides Cyrodiil. These are the parts of the Empire most concerned with militarism, authoritarianism, and the civilization of the provinces, so naturally they feature the most in a province like Morrowind. The weirder, Nibenese side of the Empire is preoccupied with internal power struggles, religious schisms, and the culture and high life of the Imperial City: while they rely on the provinces, they care little about provincial matters and governance. Some would consider it a form of banishment to leave the Nibenay. Of course, Nibenese customs could still feature in governmental centers and close to the western border.

About horses: there is a horse creature at P:C, though it looks more like a zebra hybrid (weirdness!). Actual horse riding will not be implemented because it would be a conflict-riddled, hackish mess. Caravans, stables, and owned horses will likely play an important part as a kind of fast-travel system. Lore-wise, I don't really see the Legion using cavalry anyway: it would be fairly useless in the Nibenay's dense jungles of Colovia's highlands.

Of course, it bears repeating that TR is free to use any and all resources from P:C, so there should be no concerns about dedicated resource production.

Something you might find interesting is the attached design document for the Empire's internal mechanisms. There’s also this thread about Cyrodiilic factions.

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PDF icon [Faction] The Empire.pdf117.65 KB2016-02-29 15:37
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I’m quite certain that by the time P:C gets even remotely close to the prospect of implementing horse-riding like twenty people would have seamlessly modded it in with OpenMW. Along with dragonriding, of course.

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Lore-wise, I don't really see the Legion using cavalry anyway: it would be fairly useless in the Nibenay's dense jungles of Colovia's highlands.
 

The solution is obviously llamas. laugh

More seriously, having a jungle climate could completely change things for a culture. For one, it’s hard to build longstanding structures in a jungle—you have to clear the ginormous trees, cutting and burning can create erosion and isn’t very sustainable for agriculture, and then things grow back and overtake things. Yet we have the Empire clearly situated in big stone fortresses. Fighting is similar, where heavy armor would be cumbersome, and forming ranks is difficult because they’d have to break up constantly to fit between trees and get down densely overgrown ditches and other difficult terrain. Yet we have the Empire clearly preferring heavy armor, and the regimented structure of the Legion suggests a more classic rank-and-file kind of combat over guerilla warfare. These people are not jungle dwellers.

So… Is it possible that before Cyrodiil was reformed to a more European look, the jungle areas were sparsely inhabited by humans? We might even take a leaf out of history and the instance of Europeans trying to settle in Africa, and say those jungles were full of diseases that killed men (but not mer, or the beast races). Imperials stuck to the heartland, where their styles of building, agriculture and warfare were still effective, and where they didn’t drop dead from yellow fever (or whatever the Tamrielic equivalent is). This would also make more sense for why the Ultra Powerful Whoever considered this such a huge gift, to get rid of the jungles for men.

I can’t remember where I’m going with this. Oh, Nibenese and Colovia and how they would differ from classic Western. Well, this post seems to explain both pretty well, and may offer up ideas: http://tamrielvault.com/group/lore/forum/topics/the-imperial-divide-colovian-and-nibenese Both still seem pretty European to me though, albeit one more like Romans or Vikings and the other like medieval Christians (Spain? France?) than the classic knights-in-shining-armor. All of those cultures have their eccentricities we could draw from, though, to give Imperials more flavor.

 

 

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In regards to the Empire’s aesthetics, check out the armor of Imperial Legion troops in Redguard, which you can see here. http://www.uesp.net/wiki/Redguard:Bestiary

I prefer it to the armor we got in Morrowind, seemed practical yet still a bit exotic.

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-again, I personally think Oblivion’s lore cop-out and presentation of Cyrodiil as a whole is utterly irrelevant and that we should treat it as such, same with Skyrim, TESO and the earlier Elderscrolls games. If there are good ideas we can steal them of course, but those games are their own thing in their own context, separate from Morrowind and TR. Bethesda goes out of its way to make each game a different take on the world of Tamriel. Oblivion’s Cyrodiil is not Morrowind’s Cyrodiil by design. We should not get hung up on how ideas were portrayed in those games but if anything rather on what ideas those games focused on portraying and which ideas were left out to that end.

-a lot of Empires, often with impressive infrastructures, have flourished in jungles. A few examples: the Aztecs with their massive stone pyramids and Tenochtitlan and road systems and advanced agriculture; the Khmer Empire with the city of Ankor which during its peak appears to have been the largest urban center in the world; and the Indonesian empire of Majapahit, with its palace covered in silver and gold (White-Gold?), its booming trade and its piggy banks.

two pedantic side points:

 

-but I needn’t have made the above points, as the stone fortresses and armour, and the Imperial Legion in general, are more of a Colovian thing, and Colovia is certainly not a jungle.

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I know this is off-track, but as a fan of Mesoamerican history I can’t resist pointing out that central Mexico, where the Aztec empire ruled, is not a jungle.

That said, if one is looking for an example of a jungle culture with impressive infrastructure, a highly complex social web, intricate art, and massive, long-lasting stone architecture, the classical Mayan city-states a bit futher to the east definitely fit the bill. Your other examples are also definitely appropriate.

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LOL, Gnomey, we never seem to agree on anything! smiley Those are all good points to make, and I learned new something today.

I’ve been looking into the empires and armor mentioned, and I’ve got a few pedantics of my own to answer, first on heavy armor:

 

 

Jungle empire pedantics:

 

But yeah, I don’t really have much else to add. Jungle sounds way more interesting than classic medieval Europe for sure, but without entirely changing the feel of the Imperials, I’m not sure how you’d include its influence. What would that influence even be? Maybe we should start there.

Bringing up something totally different: there’s also the akaviri to consider for Imperial culture. And that could play a pretty big role in TR at some point, considering how the akaviri invaded Morrowind too. Perhaps we could put the two together and that’ll be our slightly strange Imperial flavoring? And another reason for the Dunmer to look askance at the Empire, heh. While the Dunmer defeated the akavir, the Empire seems to have adopted some of their culture into their own. That could come out in architecture, weapon designs, and particularly the Blades faction, fairly easily.

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For P:C, we’re framing the jungle influence as a kind of love-hate thing. The Nibenese are a very urban, civilized people, but they mainly stick to the major population centers along the Niben river. The inner jungle is considered a dangerous and dreadful place, home to violent spirits, death-cults, moth-eaters and tiger-gods. The average Imperial would not dream of going there. On the other hand, the jungle is also considered sacred, and the fundamentalist deepwood tribes and hermits that do venture there are revered as keepers of the old ways. The jungle is commonly understood as the manifestation of previous eras and deviant practices: the worship of harmful (Daedric) spirits, the Nedic tribes, Ayleid fetishism, the Marukhati, etc.

I don’t think the Akaviri invasion is a very valuable comparison for Imperial-Dunmer relations. If I remember correctly, the Dunmer were attacked by the Kamal snow-demons, while the Empire was invaded by the Tsaeci: likely two completely different cultures. The Kamal invasion also didn’t last very long. As for the Empire adopting their culture into their own: that’s what they do to everyone, it seems. Akaviri influences in the Empire are relatively subtle, outside of the Blades, the Syffim philosophies in the Fighters Guild, and the inner Battlemage families.