You’re standing in the Great Hall of Bruma. Countess Narina Carvain is looking at you with that desperate, "please save my city" expression, and the quest log just updated with one of the most tedious requirements in The Elder Scrolls IV: Oblivion.
Allies for Bruma. Specifically, the "Aid for Bruma" segment where you have to travel to every single major city in Cyrodiil and beg the Counts and Countesses for soldiers. It’s a slog. Honestly, if you aren't prepared for the sheer amount of fast traveling and gate-closing ahead of you, it’s enough to make you want to let the Daedra have the place. But here’s the thing: most people approach oblivion aid for bruma completely wrong. They think they have to do it. They think they need every single soldier to survive the upcoming Battle of Bruma.
They don't.
Actually, you can skip the entire thing if you're feeling brave (or lazy). But if you want the "optimal" experience or just want to see a small army of diverse guards fighting alongside Martin Septim, you’ve got work to do.
The Cold Hard Truth About the Bruma Gates
Let’s get the mechanics out of the way. To get aid from a city, you generally have to close a random Oblivion Gate sitting right outside their walls.
It’s repetitive. You go in, you run up the Sigil Keep, you grab the stone, you pop back out.
Repeat this for Anvil, Bravil, Cheydinhal, Chorrol, Leyawiin, and Skingrad. If you’ve already been playing the main quest heavily, you’re probably already sick of the fleshy, red aesthetics of the Deadlands. The game basically holds the Bruma main quest hostage until you decide how much you care about the local defense force.
There is one exception: Imperial City. Don't bother riding to the capital. Chancellor Ocato will give you a very polished, bureaucratic "no." He claims the provinces are under attack and he can't spare a single legionnaire. It’s a bit of world-building that high-key makes you hate the Elder Council, but it’s a fixed point in the story. Save yourself the horse ride.
Which Cities Actually Matter?
If you’re low on time or just hate closing gates, you should prioritize. Not all guards are created equal in the Gamebryo engine.
Skingrad sends a soldier with decent gear. Cheydinhal's contribution feels thematic. But honestly? The "reward" for this quest isn't some legendary sword or a massive gold payout. It’s literally just NPCs that stand in a field later. If you are a high-level character, those NPCs might actually die in seconds anyway because of how Oblivion scales its enemies.
A level 30 Xivilai will breathe on a Bruma militiaman and he's gone.
A Note on Cheydinhal and the "Wayward Knight"
The quest in Cheydinhal is the one that usually trips people up. It’s tied to "The Wayward Knight." You have to go into the gate and save Farwil Indarys, the Count’s son.
He is an idiot.
Farwil has some of the worst AI in the game. He will charge headlong into a pool of lava or pick a fight with three Dremora Lords while wearing flashy, mediocre armor. If he dies, you still get the "aid," but Count Andel Indarys is going to be incredibly salty about it. If you want the best relationship with the Cheydinhal court, you basically have to play babysitter.
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Pro tip: Use a Command Humanoid spell or just a lot of healing on him. It’s the only way he survives the trek to the Sigilum Sanguis.
Do You Actually Need the Soldiers?
Here is the "expert" secret that the strategy guides back in 2006 didn't emphasize enough: Aid for Bruma is technically optional.
You can go straight to Martin and Jauffre, tell them you're ready for the Great Gate, and the quest will proceed. The game will warn you that Bruma’s defenses are weak. It’ll make you feel like a terrible person.
But if you are a powerful mage or a warrior with a decent Daedric artifact, you can solo the Battle of Bruma. The only person who must survive is Martin. Adding more soldiers to the mix sometimes just creates more clutter for your AOE spells to accidentally hit.
I’ve seen more "Game Over" screens because a player accidentally hit a Bravil guard with a fireball than I have because the Daedra actually overran the city.
The Gear Factor
One reason people do this quest is for the Sigil Stones. Since you’re closing so many gates, it’s a prime opportunity to "save-scum" at the top of the towers.
Before you grab the Sigil Stone, save your game. If you don't get a "Transcendent" stone with the enchantment you want (like Chameleon or Fortify Strength), just reload. If you’re going to suffer through the monotony of the oblivion aid for bruma checklist, you might as well come out of it with a set of armor that makes you invisible or 100% spell-reflecting.
How to Speedrun the Gates
If you’ve decided to go through with it, stop fighting the enemies.
Seriously.
Most players think they need to clear every room in a Sigil Keep. You don’t. Put on your best light armor or some speed-enchanted boots, chug a stamina potion, and just run. The Dremora are slow. The Scamps are a joke. You can parkour your way up most of the towers in under five minutes.
The only thing that stops you is the occasional locked gate that requires a key from a "Sigil Keeper" (the Dremora with the fancy robes). Kill him, take the key, keep running.
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The Political Nuance Most People Miss
There is a subtle bit of storytelling here. The reason the counts won't help isn't just because they are selfish. Cyrodiil is literally falling apart. When you walk up to the gates of Anvil, there’s an Oblivion gate right there. The guards are stressed.
By closing the gate, you aren't just doing a favor; you're proving the Hero of Kvatch is the real deal. It’s one of the few times in the game where the "Fame" stat feels like it should matter more than it actually does.
Interestingly, if your Infamy is too high, some of these NPCs will be incredibly rude to you while asking for your help. It’s a classic Bethesda touch.
Actionable Steps for Your Playthrough
If you’re looking at your quest log right now and seeing "Aid for Bruma," here is your path forward:
- Assess your power level. If you're under level 15, the extra guards will actually help tank some damage during the Great Gate quest. If you're level 25+, they are mostly window dressing.
- Prioritize Skingrad and Chorrol. These cities tend to have the sturdiest guards and the most straightforward gate layouts.
- Ignore the Imperial City. Again, Ocato won't help. Don't waste the time.
- Cheese the Sigil Stones. Use this "forced" gate-closing spree to max out your gear. Look for Transcendent stones if you are level 17 or higher.
- Protect Martin, not the guards. In the final battle, the guards are expendable. Martin Septim is not. Keep your heals focused on him.
Ultimately, the aid you gather is a reflection of how much time you want to spend in the world. It’s a great way to see the different cultures of the cities one last time before the endgame kicks into high gear. Just don't let the repetitiveness burn you out before the actual climax at the Great Gate.
Close a few gates, grab some stones, and get back to Bruma. The North is waiting.