Why Elder Scrolls Skyrim Factions Still Mess With Your Head After 14 Years

Why Elder Scrolls Skyrim Factions Still Mess With Your Head After 14 Years

You’re standing on a cobblestone path in Riverwood, fresh off a dragon attack, and some guy named Hadvar or Ralof tells you to join the army. It’s the first real choice you make, but honestly, it’s a trap. Skyrim is a game about systems, but it’s mostly a game about joining clubs that probably shouldn't have you as a member. Whether you're stabbing people in the back for a skeletal key or shouting at a wall with some old guys on a mountain, the Elder Scrolls Skyrim factions are the actual skeleton of the experience.

Most players think they know these groups inside out. You do the quests, you become the leader, you move on. But there’s a weird layer of politics and actual lore consequences that people usually skip over while they're busy looting iron daggers.

The Civil War: A Choice Between Two Bad Ideas

Everyone argues about the Stormcloaks versus the Imperials. It’s the eternal internet debate. If you go with Ulfric Stormcloak, you’re basically backing a nationalist movement that—while technically fighting for religious freedom (Talos worship)—is pretty openly xenophobic. Walk into Windhelm's Gray Quarter and it’s impossible to ignore. On the other hand, the Empire is a crumbling mess. They’re effectively a puppet state for the Thalmor at this point, even if General Tullius is secretly hoping to rebuild enough strength to fight back later.

The nuance people miss is that the Thalmor actually want the war to keep going. If you read the Thalmor Dossier on Ulfric found in the Embassy, they literally call him an "unassigned asset." They don't want him to win, but they definitely don't want him to lose quickly. They want Skyrim to bleed itself dry. It makes the whole "choosing a side" thing feel way more cynical when you realize both options might just be helping the High Elves in the long run.

Why the College of Winterhold is Kind of a Letdown

Let’s be real for a second: you can become the Arch-Mage of the College of Winterhold without knowing more than two spells. It’s a bit of a joke in the community. You show up, cast a firebolt at a floor tile, and suddenly you’re the most important wizard in the province.

Despite the gameplay being a bit shallow, the lore here is actually some of the most "Elder Scrolls" stuff in the game. The Eye of Magnus isn't just a glowing ball; it's an artifact that ties back to the literal creation of the world. The Psijic Order showing up—those monks who can freeze time—is a huge deal because they rarely interfere in mortal affairs. They haven't been seen in centuries. If they’re worried enough to teleport into a basement in Winterhold, you know things are actually hitting the fan. It’s just a shame the questline ends with you basically becoming a glorified janitor for a frozen castle.

The Dark Brotherhood and the Morality of "The Void"

The Dark Brotherhood in Skyrim is a shadow of what it was in Oblivion. When you find them in the Falkreath Sanctuary, they’re basically a dysfunctional family living in a damp hole. They aren't even following the "Tenets" anymore. Astrid, the leader, has basically turned the guild into a group of freelance contract killers rather than a religious cult dedicated to Sithis.

That's why the arrival of Cicero is such a turning point. He’s annoying, sure. His voice is like nails on a chalkboard. But he’s the only one actually being "loyal" to the tradition of the Night Mother. When you eventually assassinate the Emperor—which, by the way, is a massive lore event that should have way more impact on the game world than it does—you’re either restoring the old ways or finishing off a dying breed.

There's a weird secret here, too. If you're tired of being the bad guy, you can actually destroy them. Most players don't even realize that if you kill Astrid in the Abandoned Shack instead of one of the captives, a quest starts called "Destroy the Dark Brotherhood!" You miss out on the gear, but you get to feel like a hero for once.

The Thieves Guild and the Luck Factor

The Thieves Guild in Riften is struggling when you arrive. They’re cursed. Literally. People think it’s just bad management by Mercer Frey, but it turns out they’ve lost the favor of Nocturnal, the Daedric Prince of Darkness.

The Nightingale twist is where things get interesting. You aren't just a thief; you’re becoming a supernatural guardian. It’s one of the few Elder Scrolls Skyrim factions where you actually have to sell your soul for the job. You’re promising to guard the Twilight Sepulcher in the afterlife. It’s a heavy price just to get a cool set of black armor and the ability to turn invisible once a day.

Surprising Facts About Skyrim's Minor Groups

  • The Forsworn: They aren't just "reachmen" bandits. They’re an indigenous population trying to reclaim their land. If you side with Madanach during the "No One Escapes Cidhna Mine" quest, you get a totally different perspective on the Markarth conflict.
  • The Dawnguard: Unlike other factions, you can actually change the physical world here. If you side with the vampires (Volkihar Clan), you can blot out the sun. It’s one of the most visually impactful things you can do in the whole game.
  • The Greybeards: They aren't a faction in the traditional sense, but they represent the "Way of the Voice." They’re pacifists. Every time you use a Shout to kill a rabbit or a bandit, you’re technically spitting in the face of their entire philosophy.

The Companions: More Than Just Muscle

The Companions are the first group most people join in Whiterun. They’re the "fighters guild" of Skyrim, but with a hairy secret. The Circle—the inner leadership—are all werewolves. This is a massive departure from the historical Companions who followed Ysgramor.

The conflict here is internal. Kodlak Whitemane, the Harbinger, doesn't want to be a werewolf anymore. He wants to go to Sovngarde when he dies, but Hircine (the Daedric Prince of the Hunt) has a claim on his soul. This introduces a huge theme in the game: Daedric influence versus Nord tradition. You’re basically acting as a spiritual therapist for a bunch of Vikings who can turn into dogs.

How to Actually Maximize Your Faction Playthroughs

Don't just rush the main story. Skyrim is best played when you let the factions breathe. If you’re playing a thief, don't just do the Riften quests. Go to Markarth and get involved with the Silver-Bloods. If you’re a mage, don’t ignore the Bard's College in Solitude (even if their quests are mostly just fetching instruments).

The real depth comes from how these groups overlap. The Thieves Guild has ties to the Black-Briar family, who have ties to the Empire. The Companions have a centuries-old rivalry with the Silver Hand. Everything is connected.

If you want the "true" experience, try a "No-Leader" run. See how far you can get in each faction without actually accepting the top job. It makes the world feel much bigger and keeps you from feeling like the center of the universe for five minutes.

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Next Steps for Your Journey:

  1. Check your inventory: If you have the "Strange Amulet" from Windhelm, start the "Blood on the Ice" quest immediately—it's buggy and can break if you wait too long.
  2. Visit the Aretino Residence: If you haven't started the Dark Brotherhood, this is your entry point. Talk to the kid, kill the lady at the orphanage, and then go sleep in a bed.
  3. Read the books: Seriously. Books like "The Bear of Markarth" or "The Great War" give context to why the NPCs are so angry all the time.
  4. Save often: Skyrim is old. Faction quests, especially the Civil War ones, are notorious for breaking. Keep multiple save files before you capture any forts.

Skyrim isn't just about the dragons. It's about the people living in the shadow of those dragons, trying to figure out who's in charge. Pick a side, but don't expect it to be a clean win.