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Why are there more cults than civilians?

Sililos
Sililos
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Im starting to notice a real trend with the writing for ESO, that its really REALLY lazy, focusing on more often than not either:
A plague cult
A Blood cult
A Daedra worship cult.

Where do these cults come from? Why are there so many? Aren't there other enemies to use?
They aren't members of the public in the zone or faction they are attacking, Its just, overnight a cult with a larger population than all of Tamriels armies combined shows up in one zone, walks over it, Then later a twist nobody (And by nobody i mean everybody) saw coming, its revealed the leader is (ALWAYS) some high ranking official or former official.

So ZoS my question's for you are, Where are these cults finding populations larger than every city combined coming from?
Where is each gathering and headquartered before they attack?
Where are they getting supplies to maintain such massive forces?
Why is nobody seeing such large forces gathering beforehand? Wouldn't the supply lines alone to feed their members draw suspicion?
And finally: When are we getting an expansion where an army of mudcrabs is the threat instead of yet another official led cult?

Unrelated Bonus question:
Can i please have a Neriad (Hope i spelled that correct, im going by memory, The water woman) follower who i can also have patrol my Earthtear Cavern lake?
Edited by Sililos on June 20, 2021 1:15AM
  • NoireJin the Witchking
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    Agreed. The twists are usually so boring, and easily found. Like the main bady of this expansion talks in this annoying and suspicious tone like he's the villain. Turns out he is. Omg who wouldve known??? And don't even get me started on Greymoor... Seems the story quality is plummeting to the gameplay quality
  • Sililos
    Sililos
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    6Kyojin6 wrote: »
    Seems the story quality is plummeting to the gameplay quality

    Sadly i dont think its plummeting, Its always been this way, Right now im finally getting around to slowly doing Cadwels Silver and im noticing a real trend per zone that its almost always a cult of some sort with a massive population causing the problems.
  • VaranisArano
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    In large part, I think you answered your own question. The cults who have a wealthy, powerful patron are supplied and protected by said patron. Feudal Lords could get into a lot of mischief on their own land. Meanwhile, the chaos of a war zone makes it a lot easier for bandits and rogue groups like cults to flourish.


    To get into some specific examples:

    In Imperial regions, I think most of the civilians and higher-ups have decided that between the armies marching and the daedric forces gathering power during the Interregnum, that the cults really are their best shot at some semblance of safety. In safer areas they stuck to the Divines, but it's worth noting that the Longhouse Emperors fully supported Daedric worship. That led to Varen's rebellion, and explains why the Worm Cult and Dagonist cults flourished in the Empire.

    The Veiled Haritance is a particularly obvious example of leaders supporting a cult since they are basically Altmer nobles in revolt against the Queen with a gloss of Daedric worship. They have preexisting rank and position which they've used to raise their own forces against the Queen.

    The Reachmen "cults" likewise are more like various tribes in a loose alliance against anyone's who's not them. The Bloodthorn and the Icereach Coven are basically part of the Reachmen tribes that periodically explode out into the surrounding regions whenever those nations aren't strong enough to suppress them. Skyrim is fractured in this time period, Orsinium is fighting over whether or not it'll unify, and the Covenant is stretched thin, with the result that all three areas are dealing with Reachmen invasions (some of whom are allied with the Worm Cult or the Gray Host).

    The necromancers in the Alik'r hold a powerful grudge against the king. Notably, the majority of their soldiers are undead, which goes to show that they aren't pulling in lots of support from the Redguard population, which despises necromancy.

    The Dunmer have a lot of cults in their areas, but we can blame TES III for that. Despite the Dunmer worshipping the Tribunal right now, there's always been a strong countercurrent of Daedric worship in Dunmer culture whether that's the Anticipations or the House of Troubles. (It's worth noting that the plague cult in Deshaan is specifically related to Boethiah who opposes Almalexia and that they are hiding their presence from her.)


    So sure, there's a lot of cults. The Interregnum is a period when the veil between Oblivion and Nirn is torn and the Daedric Princes can interfere on a much greater level than before. It's not terribly surprising that cults worshipping them are common at all levels of society.
  • bmnoble
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    Well its quite simple cults like human sacrifices thus less civilians around.
  • phaneub17_ESO
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    The children of the world have to go somewhere.
  • omnidoh
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    Cults are what civilians do when they get bored of being bored.
  • Abigail
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    Clearly, TES/ESO takes it's essential inspiration from the real world. Nords and Bretons, for instance, are no great nod to imagination. Cults? Look around the real world for growing numbers of conspiracy devotees and far-from-mainstream religious/spiritualistic cults. By comparison, I see absolutely nothing abnormal about the cults in Tamriel.
  • Sililos
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    Good points here, can definitely see now.

    Still.... Mudcrab uprising when?
  • xeNNNNN
    xeNNNNN
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    Sililos wrote: »
    6Kyojin6 wrote: »
    Seems the story quality is plummeting to the gameplay quality

    Sadly i dont think its plummeting, Its always been this way, Right now im finally getting around to slowly doing Cadwels Silver and im noticing a real trend per zone that its almost always a cult of some sort with a massive population causing the problems.

    To be fair regarding cads silver and gold, long ago the game wasn't quite as free to roam as it is now in the sense that unless you had the imperial edition (which was not free) you couldn't choose any race/faction. Each faction had its 5 regions but each faction story always lead to the same end; Coldharbour.

    So the game was built around this concept, so that despite joining different faction the player could still be the hero of the same main story and seeing as daedric princes seem to love their mortal minions - useful idiots basically - it would make sense to use mortal cults in abundance as large armies of daedra would likely unite everyone, so considering what they were going for at the time to give everyone generally the same main story but with their own different themes, flairs and general cultures I'd say they achieved that goal.

    I do agree that now it does seem rather repetitive but in terms of a base game that they were aiming to achieve story wise i'd say they achieved their goal. Though I do struggle to understand how the worm cult became so large so quickly though I suppose the soulburst and the time passing since it occurred (10 years?) would of allowed them enough time to amass followers. As for the other cults, it could be argued the soulburst just created an opportunity for the other princes, Dagon in auridon, Boethia in deshaan, Vaermina in Stormhaven etc

    From what I remember and what I see now (I am on gold on my magnecro atm) it usually follows the same trend;

    - Factional group that is in league with a daedric prince, usually 1 or 2 regions
    - Worm Cult (everywhere some how)
    - Imperials usually the last region.

    I dont really know what to say about the DLC cults though they dont follow the same formula or not in such a linear fashion.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • oldbobdude
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    Sililos wrote: »

    Sadly i dont think its plummeting, Its always been this way, Right now im finally getting around to slowly doing Cadwels Silver and im noticing a real trend per zone that its almost always a cult of some sort with a massive population causing the problems.

    I know, and for each one I kill, another takes their place. ;)
  • Shawn_PT
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    oldbobdude wrote: »
    I know, and for each one I kill, another takes their place. ;)

    This is one of the reasons I like to think we don't actually kill anything when we're killing stuff. More like beating them into submission, checking their pockets, and moving on. They'll stand up again in a few moments. Of course that clashes against looting animals for body parts, quest bosses who we definitely should be leaving dead, and those unfortunate enough to be reduced to a pile of dust after an elemental attack. But it works wonders for world bosses, the undead, and the such. The Blade of Woe sadly can't really be justified.

    If we're to think that every single enemy we've killed is staying dead for good, well, there ain't enough people in Nirn for that. I mean. Look at the actual houses with actual civilians living in each city. You can generally count them with the fingers in one hand. The Worm Cult alone would have "summon [ed] the blood sacrifice" enough times to wipe the face of Tamriel clean.
  • Zephiran23
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    It would make more sense if the developers were able to have towns and cities the size they were in Daggerfall, with a corresponding amount of countryside in between to support them. As it stands we have a village with 2 or 3 buildings, a town will have less than 10 and a city is lucky if there's more than 20. The populations are on the same scale, with most workers having nowhere to sleep, even assuming the merchants with carts are sleeping under them.

    The farms are similarly tiny. The amount of land involved in agriculture is not going to support those we see working on those sites, let alone the urban populations. Given the amount of food stored in cities and ransacked by the various bandit groups, the yield per square metre must be incredible.

    The military situation is similarly understaffed, even if every bandit in Cyrodiil was a former Imperial soldier (which does seem to be the case for most). I guess the rest got converted into soul gems for the Planemeld.

    Blackwood does hint that under the Longhouse emperors Daedric worship was encouraged, so the rise of cults prior to Varen isn't all that surprising. A chaotic situation after that is going to have people looking for solutions to their immediate conditions - we have real life analogies for that. The problem is that we don't have the rest of the world in game to support the situations we keep encountering.
  • ArchMikem
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    Anyone notice yet?

    Daedra Worship = Cult

    Aedra/Not Daedra Worship = Civilian.

    Before the Battle of Red Mountain and the Three's betrayal, the Chimer/Dunmer were a Daedra worshipping people. The whole society, a "Cult".

    Anywho, the legit reason there's so many is because they're an Enemy type, and we need things to whack. The canon reason, Cults are just people following a Daedric Prince, which usually ends up being a negative, socially disruptive act, hence the term Cult. Many of these groups are supported by wealthy Nobles with secret agendas and kinks.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • SammyKhajit
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    Think of them more as different religious factions.
  • TelvanniWizard
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    In Skyrim it was already like that. 45% of province population was bandits, 45% guards and soldiers, 10% civilians...

    Also, totally agree with the nereid follower, and if it has romance I'll jut go nuts lol
  • hands0medevil
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    because it's a game, virtual world placed in fantasy theme, nothing here is real and it shouldnt be
  • Red_Feather
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    I think in that world life is really boring and joining a cult is just a way to do something different. Not everyone wants to die under a tree reading a boring book.
  • Everest_Lionheart
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    Art intimidating life. I mean we aren’t all cultists but look at sports as one example, you either love the Yankees or you don’t! There are also the Star Trek vs Star Wars people. Even within our current times you have pro and anti mask. Don’t get me started on politics and religion either!

    Cultists everywhere!
  • vallisas
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    You have two options in tamriel. Become an adventurer, or a cultist
  • Integral1900
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    Also, bear in mind the limitations of the technology. For example, in Skyrim, had it been modelled accurately, there would’ve been thousands if not tens of thousands of hamlets, isolated cabins, villages, towns, even whole cities that simply don’t appear on the game map.

    The game engine is not capable of rendering all this and so they only render the parts of it that are necessary for the story. In the most recent zone, to go from a biome which is basically central Europe through to one that’s more like the Louisiana swamp would require hundreds of miles of distance, but nobody in their right mind wants to ride the same horse for 100 miles in the game. Therefore, as with a story you simply show the bits that are relevant to it, not every breakfast, dressing up session, or visit to the bog. This game could never handle these civilisations at their true size just as it cannot render battles realistically. So they have to work around these limitations, and we end up with tiny cities and small populations out numbered 10 to 1 by what would in reality be a bunch of fringe lunatics.
  • Orion_89
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    The reason why there are so many destructive cults in Tamriel is Imperial's legacy wich includes: suppression of provincial populations; imposition of ideology of equality; mixing of different cultures and as a result loss of traditions' meanings; imposition of religion and so on.

    Basically people just want to find their own way in life, obtain some power and quit to be noone.

    But yeah, ZOS seem to have run out of ideas.
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