The world of Cyrodiil, as presented in The Elder Scrolls IV: Oblivion, is a land of immense opportunity and profound danger. Beyond the main quest's apocalyptic threat of Daedric invasion, the province thrives with diverse organizations, each offering unique paths to power, purpose, and prestige. These factions are not mere side attractions; they are integral to the game's role-playing depth, allowing players to carve out their own identity and legacy within the Imperial heartland. A common question among new and returning adventurers is: how many joinable factions are there in Oblivion? The answer is seven primary guilds and societies, each with its own sprawling questline, philosophy, and rewards. Exploring these groups is essential to experiencing the full breadth of what Cyrodiil has to offer.
Table of Contents
The Fighters Guild
The Mages Guild
The Thieves Guild
The Dark Brotherhood
The Arena
The Knights of the Nine
Miscellaneous Societies and Factions
The Role of Factions in Shaping the Hero of Kvatch
The Fighters Guild
For those who prefer to solve problems with steel and strength, the Fighters Guild provides a straightforward path. As a mercenary organization with chapters in every major city, the guild contracts out its members to handle local threats like wild beasts, rogue spirits, and petty bandits. The questline initially appears simple, but it gradually unveils a deeper narrative involving corruption, rival mercenary groups, and ethical dilemmas. Progression relies on combat prowess and completing contracts efficiently. The Fighters Guild serves as an excellent introduction to Cyrodiil's martial challenges, offering steady income, potent equipment, and a reputation as a reliable sellsword. It contrasts sharply with the stealthier or more mystical factions, grounding the player in the physical struggles of the common citizenry.
The Mages Guild
Arcane knowledge and magical mastery are the domains of the Mages Guild, an institution struggling to maintain its integrity and public trust. Unlike its counterpart in Skyrim, joining the Mages Guild in Oblivion requires a deliberate effort; applicants must secure recommendations from all six local guild halls across Cyrodiil. This process alone encourages extensive travel and interaction with the world. The guild's questline delves into high-stakes magical research, political intrigue within the Council of Mages, and the containment of dangerous arcane artifacts. It is a faction deeply tied to the game's magic system, rewarding members with access to exclusive spellmaking and enchanting altars, powerful staves, and profound lore about the Elder Scrolls universe.
The Thieves Guild
Operating from the shadows of the Imperial City's waterfront, the Thieves Guild represents a more subtle approach to wealth and influence. Entry is not granted by application but by performing a specific criminal act and being invited by its mysterious leader, the Gray Fox. The guild's philosophy is not one of mindless theft but of "liberating" treasure under a strict code of honor, which forbids unnecessary violence. Its quests are masterclasses in stealth, lockpicking, and pickpocketing, often involving elaborate heists and social manipulation. The ultimate reward, the Gray Cowl of Nocturnal, is legendary, permanently shielding the wearer's identity but also making them an outlaw to all guards. This faction offers a complete narrative arc about redemption and challenging divine fate.
The Dark Brotherhood
If the Thieves Guild tests a player's stealth, the Dark Brotherhood tests their morality. This infamous cult of assassins worships the Daedric Prince Sithis and the Night Mother. A player stumbles upon the Brotherhood not by seeking it, but by committing an unmotivated murder and then receiving a chilling visitation during sleep. The questline is arguably the game's most narratively compelling, filled with dark humor, twisted characters, and shocking betrayals. It explores themes of loyalty, death, and sacrament. Completing contracts for the Brotherhood is a starkly different experience from other guilds, offering unique poisons, the legendary Blade of Woe, and a profound sense of being part of a macabre family.
The Arena
Located in the Imperial City's Temple District, the Arena is a faction built on pure, brutal combat. While not a guild in the traditional sense, it functions as a linear progression ladder where the player fights increasingly difficult opponents for gold and glory. Rising from a lowly Pit Dog to the grand champion, the Gladiator, is a straightforward but satisfying path for combat-focused characters. The Arena provides no deep conspiracy or mystical lore; its appeal is visceral and immediate. It is a testament to the Roman-inspired culture of the Empire, where bloodsport is public entertainment. The title of Grand Champion carries significant weight and recognition throughout the province.
The Knights of the Nine
Added with the eponymous downloadable content, the Knights of the Nine presents a holy crusade against a resurrected Ayleid sorcerer-king. This faction is unique; it must be founded by the player after a divine vision. The quest involves a pilgrimage to wayshrines across Cyrodiil to repent for past sins, followed by a heroic quest to recover the lost relics of Pelinal Whitestrake, the divine crusader. Unlike other factions, membership is solitary until the very end. The Knights of the Nine offers a starkly heroic and pious narrative counterpoint to the morally ambiguous Dark Brotherhood or Thieves Guild, complete with a full set of powerful, blessed armor and weapons designed to combat undead and Daedric evils.
Miscellaneous Societies and Factions
Beyond the seven major joinable factions, Cyrodiil is populated by other significant groups that shape the world. The Blades, while central to the main quest, are not a joinable guild in the traditional sense but serve as the player's guides. Great Houses like the Telvanni and Hlaalu have presence but no joinable questlines. Daedric Cults revolve around individual shrine quests rather than guild membership. Vampire Clans offer a unique path through disease, but not a structured faction questline. These groups add layers to the world, reminding the player that the major guilds are just part of a larger, more complex social and political tapestry.
The Role of Factions in Shaping the Hero of Kvatch
The true genius of Oblivion's faction system lies in its capacity for role-playing synthesis. A player can be the Grand Champion of the Arena, the leader of the Fighters Guild, and the listener of the Dark Brotherhood simultaneously. This allows for the creation of deeply complex characters—a mighty warrior who is also a devout agent of divine will, or a cunning mage who moonlights as the realm's most feared assassin. The factions are not mutually exclusive, reflecting the idea that a single individual's legacy can be multifaceted and even contradictory. They provide the structural pillars upon which players build their own unique narrative within the Elder Scrolls lore, making the journey from prisoner to the Hero of Kvatch a truly personal and varied saga. Ultimately, answering "how many factions are in Oblivion" is just the beginning; the real question is how many identities one hero can embody.
7 injured in building collapse in India's Mumbai cityTrump nominates ambassador to South Africa amid diplomatic tensions
3 Chinese die in U.S. bus crash
Report eyes Global South as ‘key’ growth engine; experts hail China’s role
Old Town Christmas Market opens in Warsaw, Poland
【contact us】
Version update
V7.90.816