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An Imperial's guide to Tamriel. Chapter III: The Ebonheart Pact

Captain2
Captain2
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Chapter I: The Daggerfall Covenant
Chapter II: The Aldmeri Dominion
Chapter III: The Ebonheart Pact

To the east of Cyrodil we find the territory of the Ebonheart Pact. I've heard it said that harsh lands create harsh people and the pact is certainly no exception as it is a land of very different climates. All of them hostile. To the north is constant ice and snow, the south is what I can only describe as a giant bog and in the middle is a land of ash, volcanos and what I can only describe as disconcertingly large bugs.

The Pact is lead by Jorunn the Skald-King. Jorunn is notable for joining High King Emeric in the "Just being King isn't good enough for us, We need to make this impressive with a fancy add on to our title" club. Jorunn spent his formative years avoiding responsibility whenever possible and even ran off to join various bard groups, he's been said to believe in diplomatic solutions which given his background could simply mean he wins races to his cause with a stirring rendition of "Red Diamond" on his lute . The banner of the Ebonhart pact is a dragon on a blood red background, this envokes an image of a group of battle hardened warriors charging into battle like a force of nature. Which is entirely true in my experience fighting the pact. It seems the dream of conquering Cyrodil so that they no longer have to live in their own lands is a strong motivator.

Nords: Every time I have ever encountered a Nord I am completely baffled by their behaviour. Rarely has a Nord been spotted without a mug of mead or a sword in his hand and sometimes even both. One has to wonder just how much of the Nordic culture started out as a dare when you visit during the new life festival and find a large number of Nords diving into frozen lakes wearing their underwear or less, not to mention the impressive number of nords who think that scaling mountains is an efficient way to visit a region walled off by them instead of simply sailing. Nord cities can be impressive to behold, knowing that the ground was likely frozen when the foundations were laid. It's quite possible that the nords simply beat their land into submission through sheer stubbornness and will. The Nords seem to hold a distain for "milk drinkers" as perhaps a drink that keeps the mind sharp is looked down upon in their society.

Nord architecture is difficult to judge as it frequently finds itself covered in a generous snowfall. The designs that I have been able to make out in my travels seem to be stone and wood joined together to create a city that looks about as warm as the climate that birthed it. Walls seems to jut out at random and shape and form are often thrown by the wayside. This creates a distinctive style but leaves you to wonder if the buildings were simply thrown together by builders desperate to get inside and warm up. The Nordic armour seems to be made up of horns and fur, which actually is what I pictured when I first heard of Orc armour.

Dark Elves: This is a race with dark skin like that of a corpse found after being lost for a year and bright red eyes to provide stark contrast, if you asked me to create an evil race for a novel I would probably end up with something resembling the dark elves. For everything I've said about the High Elves being stuck up or the Wood Elves being airheaded cannibals I can say with certainty that the Dark Elves give me the most cause for unease when visiting them. Accusations of enslavement, institutionalized murder and having the most annoying "deities" in existance can all be laid at the feet of the dark elves. The fact that the Argonians and Nords can stomach these people long enough to actually form an alliance with them is a testament to their skill in getting results. The Dark elves are at the forefront of scientific research as some of the advances that I have witnessed from them even put Imperial science to shame. I do not say this lightly.

The cities built by Dark Elves are an excellent reflection of their culture as sharp spikes jut out from the buildings and the whole city seems to have been claimed by a shroud of darkness. Most sources of illumination are provided by nearby volcanic activity and the cities only really lack a pile of skulls out front to complete the package.

Argonians: The Argonians are a race of bipedal lizards who have formed much of their cultural basis around something called "The Hist" which upon further research on my part I have discovered to be trees. After I treated the headache that followed that revelation I spoke to Argonians about their revered shrub and found that they seem to treat hist sap similar to the Khajiit moon sugar as it can produce visions by virture of being a powerful hallucinogen. Thankfully the Argonians seem to handle it far better than the Khajiit , At least in my experiences. Argonian villages are often built with these "magical" trees as the focal point.

When they're not being captured by the Dark Elves for the purpose of free labour, being pets, scandilous maid services or a source of omelettes they live in marsh lands with impressive pyramids reaching up towards the heavens. They are crude in design but considering that they were built by a race who seems like they should be lying in ponds and eating animals that approach for a drink they can be given a pass for even just the attempt. The word crude also brings to mind the appearance of argonian armour as it leads me to ponder just how something that looks like it's made out of stone can compare to steel, I've also noted that feathers are thrown on any piece of armour with wreckless abandon.

The armies of the Ebonheart pact can be found in Cyrodil charging across the countryside. Or the Imperial city itself. Or the sewers. If a there is an entryway to any given space there is a chance at running into a horde of screaming Pact soldiers. Many times in my travels through Cyrodil I have been fighting Daedra to claim back our homeland only to need to retreat because of a howling whirlwind of steel and anger charging in my direction.

These three alliance, my Imperial friends are your choices for new homelands. I'm sure after reading these chapters you can agree with me as to the importance of driving the Daedra out of our lands and restablishing ourselves as a power to be reckoned with. Until then I encourage you to learn the ways of your new lands and become the vanguard that the Empire will rely upon when we are back on top.
Edited by Captain2 on March 18, 2018 4:26PM
  • crashen17b14_ESO
    crashen17b14_ESO
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    Eh. This wasn't as funny as the first two. From breton pig farmers to khajiit thieves, we go to... nords with swords. This was depressingly unbiased and lacked that sneering Imperialism I had come to expect.

    Maybe do a series on the various guilds a displaced Imperial could join?
  • Captain2
    Captain2
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    Eh. This wasn't as funny as the first two. From breton pig farmers to khajiit thieves, we go to... nords with swords. This was depressingly unbiased and lacked that sneering Imperialism I had come to expect.

    Maybe do a series on the various guilds a displaced Imperial could join?

    Perhaps I was a bit intimidated by the subject. Drunken Nords, Lurking Dark Elves and really just Argonians screaming at me in the darkness of the imperial sewers haunt my dreams.

    Thank you for the recommendation for the future.
    Edited by Captain2 on March 18, 2018 4:22PM
  • VaranisArano
    VaranisArano
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    I love it.

    Nord architects just throwing their building together so they can get inside and warm up, Dunmer totally not being Drow, and the Argonian love of feathers were my favorite parts.

    And as DC can attest at Bleakers and AD at Alessia Bridge, our tactics in PVP are indeed "CHARGE!"
  • Logey7
    Logey7
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    Can confirm that nords almost always sprint into battle screaming charge after seven flagons of mead. They are very fun to party with I must say, although be careful because their parties generally end up with the whole tavern throwing bottles trying to kill each other, which is still quite enjoyable. Highly recommend moving to the north with the nords. You will not be disappointed.
  • M_Volsung
    M_Volsung
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    Captain2 wrote: »
    ...a howling whirlwind of steel and anger...

    An apt description of my Nord DK, except there's also fire...lots and lots of fire...
    "In the Deep Halls, Far from Men;
    Forsaken Red Mountain, Twisted Kin;
    Hail the Mind, Hail the Stone;
    Dwarven Pride, Stronger than Bone"

    —Dwemer Inquiries I-III, Thelwe Ghelein
  • Captain2
    Captain2
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    Logey7 wrote: »
    Can confirm that nords almost always sprint into battle screaming charge after seven flagons of mead. They are very fun to party with I must say, although be careful because their parties generally end up with the whole tavern throwing bottles trying to kill each other, which is still quite enjoyable. Highly recommend moving to the north with the nords. You will not be disappointed.

    I've been on the other side of that battle line. Its usually enough to make me want to bolt.
    I love it.

    Nord architects just throwing their building together so they can get inside and warm up, Dunmer totally not being Drow, and the Argonian love of feathers were my favorite parts.

    Thank you! I'm glad you enjoyed it. I got a bit worried after my first review there.
  • Grimrale
    Grimrale
    Wonderful stuff! Can we expect anything else? Maybe an Imperial's take on Imperials?
    "Men are but flesh and blood. They know their doom, but not the hour."-Emperor Uriel Septim VII
  • SkillzMFG
    SkillzMFG
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    'Damned n'wah disrespecting my glorious culture!' is what my Dunmer main would say...

    Jokes aside I had fun reading your creation and I really like the slightly biased approach you took when you wrote it.
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