Skyrim’s enduring appeal, fifteen years after launch and counting, rests on more than just dragon shouts and arrow-to-the-knee guards. The game’s faction system offers some of the richest storytelling and most rewarding gameplay loops in any open-world RPG. Whether you’re looking to earn powerful gear, unlock unique abilities, or simply experience some of the best-written questlines Bethesda’s ever produced, joining the right factions can transform your playthrough from a simple adventure into an epic saga.
With multiple guilds, civil war armies, secret orders, and Daedric cults vying for your loyalty, navigating Skyrim’s faction landscape can feel overwhelming. Some offer legendary weapons and armor. Others grant access to exclusive merchants, safe houses, and followers. A few even change how NPCs across Tamriel interact with you. This guide breaks down every major and minor faction in Skyrim, what they offer, how to join them, and which questlines deliver the most satisfying payoffs in 2026.
Table of Contents
ToggleKey Takeaways
- Skyrim factions deliver some of the game’s best storytelling and rewards, with the Dark Brotherhood and Thieves Guild offering the strongest narratives and game-changing gear that rival or exceed the main quest experience.
- You can join almost all Skyrim factions simultaneously in a single playthrough, with only two major conflicts (Imperial Legion vs. Stormcloaks and Blades vs. Greybeards) limiting your options based on moral or story choices.
- Major factions provide unique gameplay benefits: Companions grant werewolf transformation, the College unlocks master-level spells, the Thieves Guild enables stealth gameplay, and the Dark Brotherhood offers the highest DPS assassin gear in the game.
- Daedric quests function as mini-factions with powerful artifacts like Mehrunes’ Razor and Azura’s Star, offering morally ambiguous choices and rewards that often outperform standard equipment regardless of your build.
- Faction safe houses, radiant quests, and NPC trainers create long-term benefits beyond the main storyline, making these organizations valuable not just for immediate rewards but for sustained character progression throughout your playthrough.
- New players should match their chosen factions to their build—mages to the College of Winterhold, thieves to Riften, warriors to the Companions—while veterans can explore underrated factions like the Bards College or challenge themselves with Daedric questlines.
What Are Factions in Skyrim and Why Do They Matter?
Factions in Skyrim are organizations the Dragonborn can join, each with its own questline, philosophy, and rewards. Think of them as extended story arcs that run parallel to the main quest, offering structure and purpose beyond wandering the tundra killing mudcrabs.
Joining a faction typically involves completing an initiation quest, then working through a series of increasingly complex missions that culminate in leadership roles or legendary rewards. The Companions might start you fetching mead, but you’ll end up wielding ancient Nord weapons and possibly becoming a werewolf. The Thieves Guild begins with petty theft and escalates into uncovering a conspiracy that spans decades.
Factions matter because they provide some of Skyrim’s best content. The writing is often sharper than the main quest, the characters more memorable, and the rewards more useful. Many factions grant unique perks you can’t obtain elsewhere: the Companions offer werewolf transformation, the College of Winterhold provides master-level spell tomes, and the Dark Brotherhood hands you some of the highest DPS daggers in the game.
Beyond loot, factions shape how you role-play. Choosing the Stormcloaks over the Imperials fundamentally changes Skyrim’s political landscape. Joining the Blades forces a confrontation with Paarthurnax that many players still debate. Your faction choices don’t just fill quest logs, they define who your character becomes.
Major Factions: The Essential Guilds Every Player Should Explore
The Companions: Skyrim’s Legendary Warrior Guild
Location: Jorrvaskr in Whiterun
How to Join: Speak to Kodlak Whitemane or any Companion member after witnessing the group fighting a giant outside Whiterun.
The Companions represent Skyrim’s warrior tradition, tracing their lineage back to Ysgramor’s Five Hundred Companions who first settled the province. Even though their noble heritage, the Circle, the guild’s inner leadership, harbors a lycanthropic secret that becomes central to the questline.
The Companions questline is straightforward compared to other guilds, but it delivers satisfying melee combat encounters and doesn’t overstay its welcome. You’ll take on contracts to clear bandit camps, retrieve stolen items, and eventually confront the source of the Companions’ werewolf curse. The story culminates in Ysgramor’s Tomb, where you’ll recover legendary weapons and decide whether to cure your beast blood.
Key Rewards:
- Wuuthrad: A two-handed battleaxe dealing bonus damage to elves
- Werewolf transformation ability (optional to cure later)
- Access to expert-level trainers for heavy armor, two-handed, and archery
- Unlimited radiant quests for steady income
The Companions suit pure warrior builds, especially two-handed and heavy armor specialists. The questline takes roughly 4-6 hours to complete and has no level requirements, making it accessible early game.
The College of Winterhold: Mastering the Arcane Arts
Location: College of Winterhold in Winterhold Hold
How to Join: Pass Faralda’s entry test by casting a specific spell at the bridge gate (she’ll sell you the spell if you don’t have it).
Perched on a cliff overlooking the Sea of Ghosts, the College of Winterhold is Skyrim’s premier institution for magical study. The questline revolves around investigating a mysterious artifact called the Eye of Magnus and thwarting a Thalmor plot that threatens all of Tamriel.
This faction offers the most lore-heavy storyline of the major guilds, exploring Dwemer technology, ancient Nordic magic, and planar metaphysics. Combat encounters lean heavily on fighting mages and magical constructs, making magic resistance essential. The final dungeon, Labyrinthian, ranks among Skyrim’s most atmospheric locations.
Key Rewards:
- Archmage’s Robes: 100% magicka regeneration buff and +50 magicka
- Morokei: Dragon Priest mask granting 100% magicka regeneration
- Staff of Magnus: Absorbs 20 magicka per second, then health
- Access to master-level spell tomes and expert trainers for all magic schools
- Archmage’s Quarters with safe storage and enchanting/alchemy stations
Mage builds benefit most from this faction, though the rewards are valuable for any character using magic. When stacking racial bonuses like the Breton’s magic resistance, mages become nearly unkillable. Expect 6-8 hours to complete the main questline.
The Thieves Guild: Rising Through Riften’s Criminal Underworld
Location: The Ragged Flagon in Riften’s Ratway
How to Join: Speak to Brynjolf in Riften’s marketplace and complete his frame job quest.
Riften’s Thieves Guild has fallen on hard times. Once the most powerful criminal organization in Skyrim, the guild now struggles with failed heists and dwindling membership. Your job is to restore the guild to its former glory while uncovering why fortune has abandoned them.
This questline emphasizes stealth gameplay, featuring lockpicking, pickpocketing, and sneaking through heavily guarded locations. The story takes darker turns than expected, involving betrayal, Daedric influence, and multiple heists across Skyrim’s major cities. The writing here is top-tier, with memorable characters like Karliah, Mercer Frey, and Brynjolf driving the narrative.
Key Rewards:
- Guild Master’s Armor Set: Excellent light armor with carry weight and lockpicking bonuses
- Chillrend: Level-scaled sword with paralysis enchantment (one of the best one-handed weapons)
- Nightingale Armor Set: Elite light armor with powerful enchantments
- Access to fences who’ll buy stolen goods and special gear from Tonilia
- Safe house with abundant safe storage
Stealth builds are the obvious choice, but the rewards benefit any character. The Nightingale questline, a side arc involving Daedric Prince Nocturnal, adds another 2-3 hours beyond the 8-10 hour main storyline. Many players consider this the best-written faction questline in Skyrim.
The Dark Brotherhood: Becoming Skyrim’s Deadliest Assassin
Location: Dark Brotherhood Sanctuary near Falkreath
How to Join: Complete the “Innocence Lost” quest in Windhelm by talking to Aventus Aretino, then sleep in any bed to be kidnapped by Astrid.
The Dark Brotherhood is Skyrim’s assassin’s guild, a family of contract killers bound by the Five Tenets and serving the Night Mother. This faction offers the darkest questline in the game, featuring morally questionable targets, internal power struggles, and a devastating betrayal that burns everything down.
Gameplay revolves around creative assassination. Some contracts allow open combat, but many encourage stealth kills using poison, archery, or environmental hazards. The questline includes some of Skyrim’s most memorable moments, including assassinating the Emperor of Tamriel himself during an elaborate dinner party.
Key Rewards:
- Blade of Woe: Twelve base damage dagger with absorb health enchantment
- Ancient Shrouded Armor: Light armor set with double sneak attack damage to gloves
- Shadowmere: Invincible (practically) horse with high health regeneration
- Spectral Assassin: Summonable follower for combat support
- 20,000+ gold from contract payments
Stealth archer and dagger builds dominate here, though creative players find ways to complete contracts with any playstyle. Recent discussions on community tier lists consistently rank the Dark Brotherhood questline among the top three faction stories. The main questline takes 6-8 hours, with optional contracts available afterward.
Civil War Factions: Choosing Between Imperials and Stormcloaks
The Imperial Legion: Fighting for Unity and Order
Location: Castle Dour in Solitude
How to Join: Speak to General Tullius and complete the quest “Joining the Legion.”
The Imperial Legion represents the Empire’s military presence in Skyrim. Led by General Tullius, they’re fighting to keep Skyrim within the Empire and suppress Ulfric Stormcloak’s rebellion. The Legion believes unity is Skyrim’s only defense against the Aldmeri Dominion’s growing threat.
Imperial questlines involve capturing and defending key cities across Skyrim. You’ll participate in large-scale battles, siege fortifications, and eventually assault Windhelm to end the civil war. The missions are combat-heavy, featuring mass battles with friendly troops supporting you.
Key Rewards:
- Imperial armor set: Decent heavy armor with Imperial aesthetic
- Unique dialogue options and NPC reactions throughout Skyrim
- Safe houses in captured cities
- The satisfaction of maintaining Skyrim’s connection to Cyrodiil
Choosing the Imperials keeps Jarl Balgruuf in power in Whiterun and maintains more moderate leadership across Skyrim’s holds. The questline takes 4-6 hours depending on how many optional objectives you complete.
The Stormcloaks: Defending Skyrim’s Independence
Location: Palace of the Kings in Windhelm
How to Join: Speak to Ulfric Stormcloak and complete “Joining the Stormcloaks.”
Ulfric Stormcloak’s rebellion fights for Skyrim’s independence from what they see as a corrupt Empire that banned Talos worship to appease the Thalmor. The Stormcloaks represent Nord nationalism, traditional values, and self-determination, though critics note the faction’s uncomfortable xenophobia.
Stormcloak missions mirror the Imperial structure but from the rebellion’s perspective. You’ll capture Imperial-held cities, defend Stormcloak territory, and eventually lay siege to Solitude. The faction emphasizes Nord heritage and Talos worship throughout its storyline.
Key Rewards:
- Stormcloak armor set: Light armor with Nordic design
- Different leadership in Skyrim’s holds, affecting available quests and NPCs
- Unique dialogue reflecting your alignment with the rebellion
- The satisfaction of liberating Skyrim from Imperial control
Choosing the Stormcloaks removes Jarl Balgruuf from power, which bothers many players given his popularity. The questline length matches the Imperial side at 4-6 hours.
A Note on Civil War Choice: Neither side offers dramatically superior rewards from a min-max perspective. The decision comes down to role-playing preference and which Jarls you prefer in power. Many players complete one side per playthrough or avoid the civil war entirely, as it’s not required for any other content.
Minor Factions and Hidden Orders Worth Joining
The Blades: Rebuilding the Ancient Dragon Slayers
Location: Sky Haven Temple near Karthspire
How to Join: Progress through the main quest until Delphine reveals herself: complete “Alduin’s Wall.”
The Blades once served as the Emperor’s bodyguards and elite dragon hunters. Now reduced to two members, Delphine and Esbern, they seek to rebuild their order with the Dragonborn’s help. The faction focuses on dragon hunting and recovering Blades artifacts.
The Blades questline is minimal compared to major factions, but it offers unique content for dragon-focused builds. You can recruit up to three followers to become Blades, who’ll provide support during dragon fights. But, joining requires killing Paarthurnax, which conflicts with the Greybeards and bothers many players on a moral level.
Key Rewards:
- Dragonbane: Katana dealing bonus damage to dragons
- Dragon hunting radiant quests with soul and bone rewards
- Permanent Blades followers for combat support
- Access to Sky Haven Temple’s crafting facilities
The Paarthurnax dilemma has spawned countless forum debates and multiple mods allowing players to reconcile the Blades and Greybeards. For players interested in legendary weaponry, Dragonbane represents one of the best anti-dragon options available.
The Greybeards: Learning the Way of the Voice
Location: High Hrothgar, reached via the 7,000 Steps from Ivarstead
How to Join: Automatically part of the main quest: they summon you after you absorb your first dragon soul.
The Greybeards are monks who’ve dedicated their lives to studying the Thu’um (dragon shouts). Led by Master Arngeir and advised by the ancient dragon Paarthurnax, they teach the Dragonborn to harness their innate power responsibly.
This isn’t a traditional faction with a questline. Instead, the Greybeards provide shout training as part of the main quest and offer word wall locations through radiant quests. The philosophical conflict with the Blades over Paarthurnax’s fate represents the faction’s only real narrative arc.
Key Rewards:
- Unrelenting Force shout upgrades
- Word wall locations for all shouts
- Meditation bonuses from Paarthurnax (25% damage increase for specific shouts)
- Philosophical satisfaction from sparing Paarthurnax
The meditation bonuses from Paarthurnax make certain shouts significantly more viable in combat. Fus Ro Dah dealing 25% more damage turns it from a utility ability into a legitimate offensive option.
The Bards College: Pursuing Skyrim’s Musical Heritage
Location: Bards College in Solitude
How to Join: Speak to Viarmo and complete “Tending the Flames.”
The Bards College preserves Nordic musical tradition and history. The faction’s questline is the shortest of any guild, essentially functioning as a single extended quest rather than a proper storyline. You’ll recover King Olaf’s verse from Dead Men’s Respite, participate in the Burning of King Olaf festival, and officially become a bard.
Key Rewards:
- Leveled gold reward
- Access to skill trainers for speech
- A bed and safe storage in the college
- The ability to tell people you’re a bard (minimal gameplay impact)
Honestly, the Bards College is the least rewarding faction in Skyrim. It takes maybe an hour to complete and offers minimal benefits beyond a single decent dungeon crawl through Dead Men’s Respite. Completionists will want to finish it, but it’s entirely skippable otherwise.
Daedric Factions: Serving the Princes of Oblivion
Daedric Princes don’t run formal factions, but their quests function similarly, offering unique storylines and powerful artifacts in exchange for service. Sixteen Daedric quests exist in Skyrim, each focused on a different Prince.
These quests typically start by discovering a shrine or speaking to specific NPCs at certain levels. For example, Azura’s Star becomes available at level 10 when you visit the Shrine of Azura, while The House of Horrors triggers when you enter the abandoned house in Markarth at level 5.
Notable Daedric Artifacts:
- Mehrunes’ Razor: Dagger with a chance to instantly kill enemies (“Pieces of the Past”)
- Azura’s Star / The Black Star: Reusable soul gem for enchanting (“The Black Star”)
- Ebony Blade: Two-handed sword that grows stronger by killing allies (“The Whispering Door”)
- Spellbreaker: Shield with powerful magic resistance (“The Only Cure”)
- Wabbajack: Staff that casts random effects, from healing to insta-kill (“The Mind of Madness”)
Daedric quests lean into moral ambiguity and dark choices. Many require betraying NPCs who trust you, murdering innocents, or participating in schemes that benefit malevolent entities. The writing explores morally gray territory, making these some of Skyrim’s most interesting side content.
From a gameplay perspective, Daedric artifacts often outperform standard gear. Mehrunes’ Razor’s instant-kill proc makes it viable even in endgame. Azura’s Star eliminates the need to farm soul gems, saving thousands of gold. Spellbreaker’s ward effect trivializes mage encounters.
You can complete all Daedric quests in a single playthrough, they don’t conflict with each other or other factions. Collectors aiming for the “Oblivion Walker” achievement need to complete fifteen Daedric quests and choose specific options (keeping Azura’s Star over the Black Star, for example).
Can You Join Multiple Factions in Skyrim?
Yes, with limited exceptions. Unlike some RPGs where joining one guild locks you out of others, Skyrim lets you join nearly every faction simultaneously. Your werewolf Archmage can moonlight as a master thief and Listener of the Dark Brotherhood without consequences.
This design choice emphasizes player freedom over narrative consistency. It’s slightly immersion-breaking when NPCs treat you as a lowly recruit in one guild while you’re leading three others, but it means players can experience all content in a single playthrough.
Faction Conflicts and Mutually Exclusive Choices
Only two major conflicts exist:
1. Imperial Legion vs. Stormcloaks
Joining one civil war faction permanently locks you out of the other. You’ll complete one storyline and miss the other unless you start a new playthrough. But, you can technically delay choosing indefinitely, the civil war is entirely optional and doesn’t block other content.
2. Blades vs. Greybeards (sort of)
This conflict is softer. Completing “Paarthurnax” for the Blades by killing the dragon ends your relationship with the Greybeards. Arngeir will refuse to speak to you, locking you out of word wall location radiant quests. But, many players simply ignore the Blades’ demand, maintaining access to the Greybeards while keeping the Blades quest incomplete in their log.
Minor Quest Conflicts:
A few individual quests conflict with faction membership:
- Destroying the Dark Brotherhood (by killing Astrid during your kidnapping) locks you out of the entire questline
- Certain civil war outcomes change which Thieves Guild fences are available
- Killing important NPCs before their faction quests can break questlines
Beyond these exceptions, you’re free to join every guild, complete every Daedric quest, and participate in every faction storyline. The flexibility lets you sample all of Skyrim’s guilds and figure out which ones you enjoy most.
Best Faction Questlines Ranked by Rewards and Story
Ranking Skyrim’s factions is subjective, but combining story quality, gameplay variety, and reward value produces this tier list:
S-Tier: Must-Play Factions
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Dark Brotherhood – The strongest writing in Skyrim, memorable characters, excellent rewards, and genuine plot twists. The assassination missions offer creative gameplay opportunities, and Shadowmere alone justifies the time investment.
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Thieves Guild – A close second with an engaging mystery, satisfying stealth gameplay, and top-tier rewards. The Nightingale questline adds depth, and restoring the guild to prominence feels genuinely rewarding.
A-Tier: Excellent Content
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College of Winterhold – Fascinating lore, stunning locations, and essential rewards for mage builds. The story explores interesting magical concepts, though some find the pacing rushed.
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Dawnguard (DLC) – Not technically a base-game faction but worth mentioning. The vampire vs. vampire hunter conflict offers the most polished questline in Skyrim, with roughly 10-12 hours of content and incredible rewards.
B-Tier: Solid, If Unspectacular
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The Companions – Straightforward warrior content with decent rewards. The werewolf transformation is fun, and the questline doesn’t overstay its welcome, but the story lacks the depth of higher-tier guilds.
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Civil War (Both Sides) – Large-scale battles are exciting, but repetitive mission structure and minimal story development hold it back. The choice between factions feels significant, even if gameplay doesn’t reflect that much.
C-Tier: Skippable
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The Blades – Minimal content, requires killing Paarthurnax, and offers mediocre rewards. Dragon hunting is fun, but the faction demands too much for too little payoff.
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The Bards College – Essentially one quest. Dead Men’s Respite is a decent dungeon, but the faction offers nothing substantial.
Most players prioritize the Dark Brotherhood and Thieves Guild, then branch into whichever other guilds match their build. Mages shouldn’t skip the College, while warriors benefit from the Companions. Evaluations from comprehensive guide sites generally align with this ranking, though individual preferences vary.
From a pure reward-per-hour perspective, the Dark Brotherhood and Thieves Guild dominate. Both provide game-changing gear, substantial gold, and useful abilities. The College of Winterhold wins for mages specifically, while melee builds might rate the Companions higher.
Tips for Maximizing Faction Benefits and Rewards
Start Faction Quests Early
Most factions have no level requirements and scale rewards to your level. Starting the Dark Brotherhood at level 10 means Astrid’s blade is weaker than if you’d waited until level 30. That said, joining early gives you access to useful perks and safe houses sooner. Balance early access against optimal reward scaling based on your priorities.
Stack Faction Perks with Build Optimization
Faction rewards often synergize with specific builds. The Thieves Guild’s Nightingale Armor stacks perfectly with the Shadow Stone and sneak perks, creating nearly undetectable characters. Similarly, combining the College’s Archmage Robes with the Atronach Stone and magic absorption perks creates mages with effective spell immunity. When planning character optimization strategies, factor in which faction rewards complement your intended build.
Complete Radiant Quests for Hidden Benefits
Many factions offer repeatable radiant quests after completing the main storyline. The Thieves Guild’s special jobs in each major city unlock additional vendors and permanent passive bonuses. Completing five jobs in Solitude, Markarth, Windhelm, and Whiterun unlocks special armor upgrades and significantly increases fence gold limits. These radiant quests feel grindy but provide meaningful long-term benefits.
Don’t Rush Through Questlines
Several faction quests can be broken by progressing too quickly or in the wrong order. The civil war, in particular, can conflict with the main quest in ways that cause quest stages to skip or NPCs to become inaccessible. The unofficial community recommendation is to complete the Greybeards’ “Season Unending” peace council if you’re mid-civil-war when you reach that main quest stage.
Save Before Major Faction Choices
A few faction quests include permanent choices that affect your experience. Saving before killing (or sparing) Paarthurnax, choosing between the Imperial Legion and Stormcloaks, or deciding which faction to support in Dawnguard lets you explore both options without multiple playthroughs. Quick saves are your friend.
Use Faction Safe Houses Strategically
Every major faction provides safe storage in their headquarters. The Thieves Guild’s Ragged Flagon, the College’s Arch-Mage Quarters, and the Dark Brotherhood Sanctuary all offer convenient storage with nearby crafting stations. Spread your gear across multiple locations based on what you’re doing, keep smithing materials in the faction with the best forge access, store alchemy ingredients near alchemy tables, etc.
Combine Faction Radiant Quests with Other Activities
The Companions’ radiant contracts often target the same locations you’ll visit for bounties or other quests. Stack these together to clear multiple objectives in one dungeon crawl. Similarly, Thieves Guild pickpocket and burglary jobs can be completed while exploring cities for other reasons.
Level Skills Through Faction Benefits
Most guilds provide access to expert or master-level trainers. The College offers trainers for every magic school, the Companions provide heavy armor and two-handed training, and the Thieves Guild includes archery and sneak trainers. Use these to accelerate skill leveling, especially for skills that don’t match your normal playstyle.
Consider Faction Interactions with Survival Mode
If you’re playing with Survival Mode enabled (from the Creation Club), faction safe houses become even more valuable. Warm beds in cold regions, fast travel alternatives through carriages near faction bases, and well-stocked storage all matter more when you’re managing hunger, cold, and fatigue. The Dark Brotherhood Sanctuary’s location near Falkreath makes it an excellent central hub for southern Skyrim exploration.
Conclusion
Skyrim’s faction system remains one of the game’s greatest strengths fifteen years post-launch. Whether you’re drawn to the Dark Brotherhood’s shadowy intrigue, the Thieves Guild’s redemption arc, or the raw power fantasy of the Companions, each faction offers dozens of hours of content that often surpasses the main quest in quality.
The beauty of Skyrim’s design is that you don’t have to choose. Join them all, experience everything, and roleplay a character who’s somehow leading every major organization in the province simultaneously. Or focus on one or two guilds that match your character concept and ignore the rest, the game supports both approaches.
For new players, start with whatever faction matches your build. Mages join the College, thieves head to Riften, warriors seek out the Companions, and murderous types answer Aventus Aretino’s plea. For veterans looking to refresh their experience in 2026, try factions you’ve skipped before or challenge yourself to complete everything with a single character.
The faction questlines are where Skyrim’s writing shines brightest, its characters feel most developed, and its rewards prove most useful. They’re the content you’ll remember years after finishing the game, the reason you’ll boot up Skyrim for that “one more playthrough” a decade from now.




