Homebrew Imperial Species Details

 

"The Imperials are the educated and well-spoken natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are known for their enlightened rule of law and government, and the discipline and training of their citizen armies. Though physically less imposing than the other races, they are shrewd diplomats and traders. Their legions have enabled them to subdue all the other nations and races of Tamriel, and to have erected the monument to peace and prosperity that comprises the Empire. They can call upon the Voice of the Emperor to calm an enemy."

 

Imperial Heritage

Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Chimer, but diverged a bit after consecutive invasions and interactions with other races. Colovian Imperials in Western Cyrodiil are more Nordic, sharing similar beliefs such as a heavy martial and seafaring tradition. Nibeneans have an elven heritage. They have a greater appreciation for magic, art, commerce, and spirituality, in spite of being staunchly loyal to human traditions. Both groups reflect the Empire's culture — a hybrid of Nordic elven culture.

A Prosperous Culture

The Imperials are considered clever and industrious, as well as educated and well-spoken. Placing faith in hard work, education, and discipline, they are known for their enlightened rule of law and government. Imperials also make for shrewd diplomats and traders. In general, Imperials prefer free trade and diplomacy over most other things, but are not afraid to use force if necessary. The Imperials accept freedom of religion alongside different cultures, and their Empires are held together by a strong Emperor, the bureaucracy, the rule of law, and the Legions. Throughout the social classes where Imperial culture has flourished, education and wealth is broadly distributed, allowing many citizens to become literate. Imperial culture also enables free trade within the lands of the Empire. Slavery is commonly shunned by Imperial ways, and is illegal within Cyrodiil. Due to the size of the Empire, Imperial culture has become a combination of various cultures of their subjects. As such, any of any race can advance in wealth and status in commerce, the bureaucracy, and the military. Near the end of the Third Era, moral and political corruption at the highest levels of Imperial society, and the cost of military occupations in hostile provinces, made people suspect the Empire was approaching a decline. Imperial buildings are often of timbered, half-timbered, or stone construction, with peaked roofs, right angles and flat planes, and plain, undecorated exteriors. Within Imperial culture, blood vampires are considered monsters to be hunted and destroyed. Despite this, however, notions of noble and virtuous vampires exist in Imperial tradition, and are believed to also take part in the Mages Guild and Imperial aristocracy.

Religious Influence

The Imperial Pantheon includes the Nine Divines. Within the Imperial Cult, people look at the Nine Divines as the proper way of living a good life, with each of the Nine representing a different aspect of life. The Cult follows many doctrines, but their simplest is to help and protect one another. The cult considers it the duty of the strong and wealthy to bear responsibility for helping and protecting others. The first duty is to look after members of the cult, but after that one is tasked with helping and protecting any needy person. While there once were differences between Colovia and Nibenean in religious aspects, by the late-Third Era, all of Cyrodiil followed the Nine Divines. Foreign religions are tolerated within Imperial territory, even within the province of Cyrodiil itself. The priesthood within Cyrodiil considered the other gods to be heathen gods, however. In general, most of the provinces of Tamriel have adopted the Imperial Pantheon for religious rules, with most Pantheons switching out or renaming only a couple of gods in any given culture. The notable exception to this are the Orcs, who only allow the worship of their Patron Daedra, Malacath, and the Argonians, who do not have any organized religion and revere the tress in their homeland. While not being expressly outlawed in Cyrodiil, Daedra worship is highly frowned upon and has been known to get violent reactions out of vigilante extremists. 

 

Military Might

Imperials on their own are less physically imposing than the other races of Tamriel. Despite this, their Legions are considered mighty, having enabled the Imperials to subdue every province of Tamriel and create an Empire of peace and prosperity. Most of the Imperial army consists of Colovians, who pride themselves in service of the Legions if a strong Emperor sits on the throne. Many Colovians take up positions in the army and navy, posing as officers and soldiers, and even governors due to their loyalty to the Emperor. The Imperial Battlemages, are dominated by the Nibeneans, due to the cultural split between East and West Cyrodiil. The Legions have been involved in many wars, such as the War of the Red Diamond, War of the Isle, and the Imperial Invasion of Akavir. The Imperial Legion has a governing presence in every province in Tamriel, though they play second fiddle to local governments, so long as they are not breaking any laws the Emperor set for the entire empire. 

Imperial Names

Imperial names are typically derived from Roman names.

Male Names: Aventus, Cicero, Caius, Septimus, Rexus

Female Names: Adadria, Alexia, Gemma, Viola, Ladia

 

 

Imperial Traits

Imperials come from a strong culture, giving them several traits they share.

Voice of the Emperor

Imperials have a natural affinity for diplomacy that's hard for others to ignore. Once for long rest, as an action, you may attempt to calm a single humanoid standing within 30 feet of you. The target must make a Charisma saving throw. On a successful save, the target gains a neutral disposition toward you, but only you. This lasts for 24 hours. On a failed save, the target immediately ceases any aggressive behavior toward you and your allies. This lasts for 1 hour. If they are harmed by you or any party member, they will attack you once more. Regardless of a successful or failed save, this does not make them friendly toward you. It just stops any attacks or aggressive behaviors.

Diplomatic Immunity

Coming from the politics of Cyrodiil, Imperials are shrewd diplomats who know their way around a conversation and are very difficult to woo with words.  Out of persuasion, insight, deception and intimidation, you may choose one to serve as your Imperial's specialized social skill. You have advantage on all rolls using that skill. This not apply to general Charisma checks and saving throws; they have to be for persuasion, insight, deception or intimidation specifically.

Warrior of Cyrodiil

In addition to being skilled diplomats, Imperials are also versatile warriors with a strong amount of experience on the battlefield. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to two friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. This may be used once per short rest.  A creature can’t gain temporary hit points from this trait again until it has finished a long rest. At level 10, this can affect one additional creature.

Jack of All Trades

Being exposed to the melting pot of cultures who inhabit Cyrodill, Imperials have gained a wide skillset with tools and instruments. Choose an artisan's tool or musical instrument you have proficiency in.

Ability Score Increase

 Your Charisma score increases by 2 and your Dexterity score increases by 1

Age

Imperials reach adulthood in their late teens and live less than a century.

Alignment

Given the highly disciplined culture most Imperials come from, they tend to lean heavily toward lawful alignments. This, of course, is not an absolute, as humans are an extremely diverse race, but it is rare that an Imperial will fall under an evil alignment. Chaotic and neutral are also fairly common, as not all Imperials feel the drive to take up arms in defense of their armies, or even feel remotely attached to them.

Size

Imperials tend to average between 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet. You have a swimming speed of 15 and a climbing speed of 15.

 

Languages

You can speak, read, and write Common and one extra language.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2020 9:49:43 PM
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