Transportation

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Infragris
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Transportation

Post by Infragris »

Time for a confusing map. http://i.imgur.com/rbhzUBC.jpg This is a proposal to flesh out potential travel networks for Cyrodiil.

OCEAN TRAVEL (dark blue)
Much as on Vvardenfell, ship travel connects port towns together through ship travel. Seaworthy ships provide passage for travellers, either as their main income or in addition to their main business. Ships making these passages are mostly trade ships, fishing trawlers, etc. Ships are usually the property of a self-employed captain, though some work on behalf of trade companies like the EEC. This kind of travel connects most places along the Gold Coast, including several smaller ports up the Brena River, and connects the western shore to Topal Bay in the south. Sea ships can also sail up the Niben to the ports of the Imperial City, though not every river town is capable of receiving these large ships. The Imperial City is unique in this regard, as it features three docks on opposite sides of the island. Of course, transport to and from Vvardenfell is also arranged by ship: a ship from Ebonheart can travel to Stirk, Anvil, ad perhaps even Lleyawiin once the initial Stirk quest is complete.

RIVER TRAVEL (light blue)
Connections along smaller rivers and inland stream are provided by smaller boats: ferries, gondolas, flat-bottomed transports, and hako skiffs. This form of transport is of little use in the west (the only place where it could feature is in connecting Sepakki with Sutch) but is the most important travel option in the east: the many tangled rivers of the Nibenay allow small skiffs to connect almost every town, while short-distance ferries are necessary for anyone hoping to cross the Niben. The different islands of the Imperial City are also connected though hako skiffs.

CARAVAN TRAVEL (yellow)
The most popular travel method in the west, trade caravans on the busy Gold and Black Highways allow individual travelers to tag along for a modest fee. While some independent operators exist, most caravan routes are controlled by mercantile companies, such as the Colovian Traders, Yellow Hand or White Scarab Cooperative. The frequently flooded and ill-maintained roads of the Nibenay are unsuited for large-scale caravan operations, with two exceptions: the Briricca Company's profitable routes to Morrowind, and the Prisoner's Highway which leads from the Heartlands to the high-security prisons of Black Marsh.

GUILD GUIDES (purple dotted)
The Mages Guild teleportation network is renowned for the vast distances it connects and for its exorbitant prices. Guild Guides connect Guildhalls in major cities across Cyrodiil with each other and with the large Portico Intersection in the Arcane University, from where places across the province are reachable. Transport to other provinces is said to be possible from the Arcane University, though it is very expensive and unreliable at best. In fact, rumors claim that the large distances between Cyrodiilic Guide points sometimes cause teleportation spells to go haywire. Note that the map above only marks places certain to have a Guildhall.

DIVINE INTERVENTION (unmarked)
Using a Divine Intervention scroll or spell transports the player to the nearest Divine Temple. This definitely goes for the major temples in capital cities, but also for smaller shrines in places like Brina Cross. Some shrines not connected to the Imperial Cult, like temples to Alessia or Shezarr, could also be considered. Of note is that Almsivi Intervention could potentially be used by players to transport themselves back to Vvardenfell/TR areas immediately. There is no real way to prevent this, other than to place lost or accidentally placed Tribunal Shrines in Cyrodiil. Possibilities would be discreet, illegal temples in Cheydinhal and the Imperial City, plundered Almsivi shrines in museums or private collections, or an altar in a Dunmer shipwreck.

WEIR GATE (dark red)
A possible network in the vein of the Propylon system on Vvardenfell: while the original purpose of the Weir Gates (transport to and from the Empire's off-world properties) is now lost, the old Weir Gate network remains in use by high-ranking officers of the Imperial Legion. The network is maintained by the Royal Imperial Mananauts, and connects major headquarters and fortifications across Cyrodiil. Due to its high cost and security risks, Weir travel is restricted to officers only, who can buy or earn one-use only Weir Markers. Only high-ranking and valuable Legion agents are issued permanent Voidguides. This network, while functionally similar to the Guild Guide system, could help to bridge otherwise unconnected points and bring some added value/flavor to the Legion faction (while giving us more options for quest rewards).

AYLEID TRAVEL (unmarked)
Another alternative travel option could be a defunct transport network in major Ayleid cities, perhaps with an extra quest for the player to reactivate it. These portals would only be accessible once the player discovers them, and provide travel options to wilderness places that would otherwise be ill-connected. Maybe fueled with Welkynd stones? We should consider how to make such a network unique or distinct from other travel options.

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R-Zero
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Post by R-Zero »

Awesome! :)
Infragris wrote: AYLEID TRAVEL (unmarked)
Another alternative travel option could be a defunct transport network in major Ayleid cities, perhaps with an extra quest for the player to reactivate it. These portals would only be accessible once the player discovers them, and provide travel options to wilderness places that would otherwise be ill-connected. Maybe fueled with Welkynd stones? We should consider how to make such a network unique or distinct from other travel options.
I don't know how Ayleidic this is, but I once had this idea of "water" travel system, with wells or basins placed at destination points. The Player would dive in one point and resurface in another one.
It's possibly to even make the transition seamless.

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Infragris
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Post by Infragris »

Maybe a kind of star-well? This sounds really interesting. Would every well only connect to one place, or could you set it up so that you can dial an address somehow?

Istreddify
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Post by Istreddify »

Something that would work like the Tyranny Spire activation could be cool.

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