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Idea- Central Cyrodiil: A Centurion’s path to riches

Pinja
Pinja
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So I’ve been sitting on a few ideas for a while. And with the guild summit coming up in March, I figured now’s a good time to introduce one of them.

A few times on this forum people floated the idea of a centralized guild house. I, as pvp’er, have always eccentrically claimed keeps for my guilds since I started in Cyrodill years ago. I remember liberating Faragyl from the elven filth in one of my first campaigns, and proclaiming to all that it had been captured in the name of WalMard, one of the biggest wayrest trading guilds of its time. My fellow blues rallied to it. We triumphantly held on to the keep for 8 hours before being taught by a mega zerg what a home keep was. Still I would capture this keep many more times and celebrate all the same. But it uncovered one pitfall of the ownership system to me. Even with an army backing them, guild rule over keeps doesn’t last long.

After years of fighting, meme guilds popped up with little to no trading making shopping in Cyrodiil empty and mostly a waste of time. Cyrodiil, the center of Tamriel, home of the Imperial’s and their gold is one of the poorest player economies in the game. I understand that too large of a central trader is prone to errors as items get pushed and pulled, but the idea is as follows:

Turn the City of Bravil into a once a month capturable event.
  • When the event is not active it is a teleportable PvE city.
  • Has crafting writ quests and stations
  • Has 10 traders that can be hired weekly.

    [**] 50% of the bid to these traders go to the guild bank of the guild that owns the city.
  • Has 6 traders that can be assigned to ownership.

    [**] Ownership of 5 of these traders is assigned by 1 victorious guild that can pick guilds from applications or through guild finder to populate their city.
  • Has a trade marshal with one listing of all the trade in the city.

    [**] This marshal doesn't need to necessarily sell the item, but can be read only and act as the search index.
  • Is one city for all campaigns.
  • Introduces craftable defenses and weapon plans that can be used exclusively for the siege or defense of the city.

    [**] Grapple bow
    [**] Spike blockade
    [**] Reinforced door
    [**] Reinforced gate
    [**] Portal catalyst catapult
    1. A catapult that can shoot a focus over a wall and open a portal.
    [**] Altar of Styme
    1. Prevents any portals form being open.
    [**] Arcane mines
    [**] Oil Traps
    [**] Atronach of Might
    1. Act as buffers to city objectives must be destroyed before the objectives are captured.
    [**] Siege beast traps
    1. Traps that can be used on the patrolling horrors in IC and lower non sentient mobs to bring them to the fight.
    [**] Portals from Oblivion
    1. A mix of portal recipes to summon from golden saints to scamps.
    [**] Mercenary Contracts and Rations:
    1. Means to summon NPC aid in a fight.
    [**] Guild Banner
    1. These are the objectives of ownership. Perhaps an inventory consumable that allows for flag change.
    [**] (* These craftables would require a large sum of materials and rely on guild contribution to make. In addition to requiring unique craft material.)
  • Has progressing tiers of rewards for consecutive months of ownership.
  • Tier 1 (First Month Capture):
    1. Maybe reintroducing former emp passives for guild members that can be taken away when the city is lost.
    2. Increase to gold, AP, and experience gain for guild members.
  • Tier 2 (Second Month Held):
    1. Gives 1 uncollected or random monster helm and shoulder.
    2. 100 transmute geode
  • Tier 3 (Third Month Held)
    1. 1 uncollected or random Perfected Arena set
    2. 1 uncollected or random Infinite Archive piece.
    3. Gold upgrade materials
  • Tier 4 (Fourth Month Held and Beyond)
    1. Increase to Tel Var gained
    2. Uncollected or random perfected trial piece.
    3. more trader slots
    4. Rarest defense material.
  • Capture Rules

    [**] The city has 5 districts and one keep.
    [**] In order to capture the city a guild needs 2 districts and a keep.
    [**] In order to capture a district a guild needs to neutralize all banners in a district and replace it with their own.
    [**] In order to enter the keep a guild needs to own one district. (except for the guild that owns the keep)
    [**] The event is timed by the tides of Jone and Jode. When the moat around the city refills no more attackers are allowed to enter.
    [**] Owning a district allows for respawns
    [**] Defenders win when they own 3 districts or two districts and a keep when the tide is in.
  • Is upgradable.

    [**] Additional features like a transmute station and a scribing altar can be added to the city. In addition to master crafting stations.
    1. These would be in preplaced locations. (Like the dragon guard sanctum.)
    [**] Can unlock quests for Imperial interests across the game.
    1. These would give out the rare material used for making siege weapons.
  • Would add a counter and craftable siege material to Cheydinhal and Chorrol quests that would advance the development of Bravil as well as arm players for its war.

Edited by Pinja on February 19, 2025 4:31AM
Pinja for Dual Wands.
Pinja's three server solutions:
  • Pinja
    Pinja
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    Remembering Bravil:

    In TES IV Oblivion Bravil was a fortified Imperial city of three inter connected islands surrounded by water.
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    5pgtxx495h1h.png

    It had sprawling merchant district by it main gate to the north, large gardens, and a keep with a gatehouse.
    wjfj67xpj4np.png
    sb51edrp9ap3.png

    As it was in the TES IV the city is prime with coke points for pvp. The bridges, gates, and moats, would make great holding spots for siege and AoE. A needed advantage seeing as it's one guild vs the rest of the game.

    Pinja for Dual Wands.
    Pinja's three server solutions:
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