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Favourite Town/City


MovingSalad

Which out of these vanilla Oblivion cities is your favourite?  

37 members have voted

  1. 1. Please choose one of the following cities and tell me why it is your favourite

    • Imperial City (and all of it's disctricts)
      5
    • Bruma
      6
    • Cheydinhal
      4
    • Chorrol
      4
    • Skingrad
      7
    • Kvatch
      1
    • Anvil
      7
    • Bravil
      1
    • Leyawiin
      2


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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.

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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

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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.

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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)
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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.

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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.

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(In alphabetical order)

 

Anvil

Pros- 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.

 

Bravil

Pros- 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

 

Bruma

Pros- 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-defended

Cons- wilderness around Bruma is a veritable killing ground for unsuspecting NPCs; rooftop travel is rather limited; Guild Halls are useless

 

Cheydinhal

Pros- scenic; Guild Halls are useful; convenient merchants; East gate is often left undefended for fugitives to sneak into

Cons- Rooftops are practically inaccesible for thieves or assassins; a little out-of-the-way to the rest of the province

 

Chorrol

Pros- excellent merchants; Guild Halls large and useful (Fighters' Guild offers weapons, quests, and gets an additional smith to barter with); scenic; moderately guarded

Cons- No "Thieves' Highway" to speak of; no support for criminal activity of the 'darker' guilds

 

Kvatch

Pros- Free bedding; no guards to hassle a fugitive

Cons- 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

 

Leyawiin

Pros- Thieving opportunities abound (and a fence to support it); well-guarded

Cons- Too well-guarded for naughty folk; layout is inefficient and confusing (guilds, bookstore, castle, smith and general store are far-flung from each other)

 

Skingrad

Pros- 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 convenient

Cons- 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.

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(In alphabetical order)

 

Anvil

Pros- 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.

 

Bravil

Pros- 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

 

Bruma

Pros- 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-defended

Cons- wilderness around Bruma is a veritable killing ground for unsuspecting NPCs; rooftop travel is rather limited; Guild Halls are useless

 

Cheydinhal

Pros- scenic; Guild Halls are useful; convenient merchants; East gate is often left undefended for fugitives to sneak into

Cons- Rooftops are practically inaccesible for thieves or assassins; a little out-of-the-way to the rest of the province

 

Chorrol

Pros- excellent merchants; Guild Halls large and useful (Fighters' Guild offers weapons, quests, and gets an additional smith to barter with); scenic; moderately guarded

Cons- No "Thieves' Highway" to speak of; no support for criminal activity of the 'darker' guilds

 

Kvatch

Pros- Free bedding; no guards to hassle a fugitive

Cons- 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

 

Leyawiin

Pros- Thieving opportunities abound (and a fence to support it); well-guarded

Cons- Too well-guarded for naughty folk; layout is inefficient and confusing (guilds, bookstore, castle, smith and general store are far-flung from each other)

 

Skingrad

Pros- 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 convenient

Cons- 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!

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