CJD Posted August 29, 2006 Share Posted August 29, 2006 Too many khajiit? Too many Khajiit!!!!!!!! Khajiit rock! You should gfo to border watch! Im not saying Khajiit are bad, but following the Greek golden rule: never to much, never too little. Khajiit are awsome. Link to comment Share on other sites More sharing options...
LlamaSprinter Posted August 29, 2006 Share Posted August 29, 2006 Yes but if your refering to the ancient greeks you must remember that different tribes should i say? have different rules. Those from athens and corinth were similar though. Kvatch has too little of everybody. It's like theres nobody there at all, lol Link to comment Share on other sites More sharing options...
CJD Posted August 29, 2006 Share Posted August 29, 2006 Yes but if your refering to the ancient greeks you must remember that different tribes should i say? have different rules. Those from athens and corinth were similar though. Kvatch has too little of everybody. It's like theres nobody there at all, lol diferrent tribes? ummmm....sorry, Greek geek. Sparta was the best, beat Athens in a war. Corinthians were sissies. Link to comment Share on other sites More sharing options...
LlamaSprinter Posted August 29, 2006 Share Posted August 29, 2006 I'm not a greek geek it's just i had a friend who wouldn't stop blabbering on about greeks, it's gone all stuck in my mind (i'm a good listener but a better speaker but he could still get a word in when i try to stop him from) Link to comment Share on other sites More sharing options...
CJD Posted August 29, 2006 Share Posted August 29, 2006 I'm not a greek geek it's just i had a friend who wouldn't stop blabbering on about greeks, it's gone all stuck in my mind (i'm a good listener but a better speaker but he could still get a word in when i try to stop him from) to me they were the greatest civilization, the Spartans the greatest warriors. they weren't tribes they were city states. sorry, but I can't let you walk of thinking they are in tribes. Too bad the Romans came and ruined it all, curse the ROMANS!!. sorry for getting off topic, the worst city for me had to be Leyawin, it's too bland, the 2nd best was Anvil, bcause it had the most interesting quests. Link to comment Share on other sites More sharing options...
MovingSalad Posted August 29, 2006 Author Share Posted August 29, 2006 I liked Leyawiin, but I found that it was not the city to have a skooma den. A better city to do that in would be one like skingrad or Cheydinhal. Leyawiin just doesnt seem right for that. Link to comment Share on other sites More sharing options...
cryocry Posted August 29, 2006 Share Posted August 29, 2006 I voted Cheydinhal because... well, let's just say my... family... lives close by... Bwa ha ha ha ha... Link to comment Share on other sites More sharing options...
MovingSalad Posted August 29, 2006 Author Share Posted August 29, 2006 Well, Chorrol and Cheydinhal are tied for first. Skingrad and Bruma for second and Anvil and kvatch (who voted for that?) for 3rd. Interesting, not what I expected though. Things might even out as more people vote. Link to comment Share on other sites More sharing options...
Rhydderch Hael Posted August 30, 2006 Share Posted August 30, 2006 (In alphabetical order) AnvilPros- Decent smith; Guild Halls are well-stocked; Well-guarded (sentries at every gate); General Store is accesible without crossing city gates; a good "Thieves' highway" setup (moving from rooftop-to-rooftop)Cons- Smith and General Store are in different cells; large guard presence makes it hard for a fugitive; situated in a corner of Cyrodiil puts it far out of the way in some journeys. BravilPros- close to all corners of the province; best Thieves' Highway (if you have the Acrobatics to get onto a roof) Cons- only one gate means no options if trying to sneak in (or out); crappy merchants; Guild Halls are nothing to write home about BrumaPros- close to the Main Quest; easy to get onto the rooftops; excellent mercantilism (armorer/smith, armorer, clothing merchant, general store, and a fence); orderly layout; well-defendedCons- wilderness around Bruma is a veritable killing ground for unsuspecting NPCs; rooftop travel is rather limited; Guild Halls are useless CheydinhalPros- scenic; Guild Halls are useful; convenient merchants; East gate is often left undefended for fugitives to sneak intoCons- Rooftops are practically inaccesible for thieves or assassins; a little out-of-the-way to the rest of the province ChorrolPros- excellent merchants; Guild Halls large and useful (Fighters' Guild offers weapons, quests, and gets an additional smith to barter with); scenic; moderately guardedCons- No "Thieves' Highway" to speak of; no support for criminal activity of the 'darker' guilds KvatchPros- Free bedding; no guards to hassle a fugitiveCons- Practically no defense from creatures on the Gold Road (a mountain lion or minotaur could rip the survivors to shreds); merchants will pay very little and offer even less for sale; not much to do LeyawiinPros- Thieving opportunities abound (and a fence to support it); well-guardedCons- Too well-guarded for naughty folk; layout is inefficient and confusing (guilds, bookstore, castle, smith and general store are far-flung from each other) SkingradPros- Rich thieving ground; decent Guild Hall; an alchemist's dream (farmland to harvest out, merchant to barter with, a Master to learn from); merchants are convenientCons- Rooftop access is next-to-impossible for thieves or assassins to exploit; city's division between north and south sections is a little too wide for ease and comfort; getting to the castle is a hassle And I haven't even begun to touch on the benefits offered by sites close to the towns— like Leyawiin's proximity to Rockmilk, or how Fort Farragut stands in sight of Cheydinhal. Link to comment Share on other sites More sharing options...
Birdcatmeow Posted August 30, 2006 Share Posted August 30, 2006 (In alphabetical order) AnvilPros- Decent smith; Guild Halls are well-stocked; Well-guarded (sentries at every gate); General Store is accesible without crossing city gates; a good "Thieves' highway" setup (moving from rooftop-to-rooftop)Cons- Smith and General Store are in different cells; large guard presence makes it hard for a fugitive; situated in a corner of Cyrodiil puts it far out of the way in some journeys. BravilPros- close to all corners of the province; best Thieves' Highway (if you have the Acrobatics to get onto a roof) Cons- only one gate means no options if trying to sneak in (or out); crappy merchants; Guild Halls are nothing to write home about BrumaPros- close to the Main Quest; easy to get onto the rooftops; excellent mercantilism (armorer/smith, armorer, clothing merchant, general store, and a fence); orderly layout; well-defendedCons- wilderness around Bruma is a veritable killing ground for unsuspecting NPCs; rooftop travel is rather limited; Guild Halls are useless CheydinhalPros- scenic; Guild Halls are useful; convenient merchants; East gate is often left undefended for fugitives to sneak intoCons- Rooftops are practically inaccesible for thieves or assassins; a little out-of-the-way to the rest of the province ChorrolPros- excellent merchants; Guild Halls large and useful (Fighters' Guild offers weapons, quests, and gets an additional smith to barter with); scenic; moderately guardedCons- No "Thieves' Highway" to speak of; no support for criminal activity of the 'darker' guilds KvatchPros- Free bedding; no guards to hassle a fugitiveCons- Practically no defense from creatures on the Gold Road (a mountain lion or minotaur could rip the survivors to shreds); merchants will pay very little and offer even less for sale; not much to do LeyawiinPros- Thieving opportunities abound (and a fence to support it); well-guardedCons- Too well-guarded for naughty folk; layout is inefficient and confusing (guilds, bookstore, castle, smith and general store are far-flung from each other) SkingradPros- Rich thieving ground; decent Guild Hall; an alchemist's dream (farmland to harvest out, merchant to barter with, a Master to learn from); merchants are convenientCons- Rooftop access is next-to-impossible for thieves or assassins to exploit; city's division between north and south sections is a little too wide for ease and comfort; getting to the castle is a hassle And I haven't even begun to touch on the benefits offered by sites close to the towns— like Leyawiin's proximity to Rockmilk, or how Fort Farragut stands in sight of Cheydinhal. Good essay ! an A+ !its weird your an Imperial thief though. I like 2 the most Cheydanhal and Anvil. Cheydanhal - The Sanctuary! , like the architecture. Black Horses. (mainly becouse of the Sanctuary) Anvil - that dock is very Beautiful ! the street is too. not much, but a pic is worth a million words they say. Anvil - priceless! Link to comment Share on other sites More sharing options...
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